Name Stats

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How do I make the Hero of my game's stats depend on what you name him, just like in the original Dragon Warrior/Quest?
 

mlogan

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I've moved this thread to MV Support. Please be sure to post your threads in the correct forum next time. Thank you.
 

YoraeRasante

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Wait, how does it work there?
 

mlogan

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Yeah, it's helpful when referencing other games to not assume people know what you're talking about - not everyone has played that game.


But really, it would depend on how you have the name thing set up - are there a select few names that the player can choose from or can they input any name?


If the first, I would just create different actors with the name/stats you want them to have and when they choose the name, it adds that actor to the party.


But, hard to say without more info.
 
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Yeah, it's helpful when referencing other games to not assume people know what you're talking about - not everyone has played that game.


But really, it would depend on how you have the name thing set up - are there a select few names that the player can choose from or can they input any name?


If the first, I would just create different actors with the name/stats you want them to have and when they choose the name, it adds that actor to the party.


But, hard to say without more info.
The player's supposed to be able to input any name!
 

YoraeRasante

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But how do the stats change depending on the name? I mean, what exactly are you asking us how to do?
 
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But how do the stats change depending on the name? I mean, what exactly are you asking us how to do?
Like long-term and short-term, some stats will be penalized based on the name, where the others are untouched.
 

YoraeRasante

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Ok, I don't think you understand what we are asking.


So, you want to make a system like in Dragon Warrior where the player inputs any name they want and that affects their stats.


Do you know how it works? Because that is a big deal in trying to reproduce something, having an idea already of how it works to reproduce it.


If so, tell us. In details, not just broadly like you've been doing until now.
 
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Ok, I don't think you understand what we are asking.


So, you want to make a system like in Dragon Warrior where the player inputs any name they want and that affects their stats.


Do you know how it works? Because that is a big deal in trying to reproduce something, having an idea already of how it works to reproduce it.


If so, tell us. In details, not just broadly like you've been doing until now.
Yes, the system like in Dragon Warrior! Each letter, or character has its own value. The sum of the value of the first four letters in your name is divided by a certain number to figure out which growth system you will have. Each growth system involves two long-term stats, and two short-term stats. Short term stats are multiplied by 0.9, or in my twist, a random value between 0.7 and 0.9, plus a certain number based on the type for growth system, divided by the same number. For example, any name whose first four letters spell Theo would result in long term MP and Agility, but short term HP and Strength, meaning MP and Agility grow into their normal values, and HP and Strength are multiplied by a random value between 0.7 and 0.9 rounded down, plus 3.
 
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YoraeRasante

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[EDIT] Reading your edit
 
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Which we don't know. So you have to explain for us. In details. As if we never heard of this system before. Because most didn't.


I, for example, never played the classics, only the remakes. From 4 forward. And never noticed this.
In my game, a letter or character'a numerological value is its numbed in the alphabet, with some exceptions. For example, a capital A would have a value of 1, and a capital Z would have a value of 26. A lowercase letter's value is the capital letter's value divided by 2, rounded up. A lowercase A would keep its value of 1, but a lowercase Z would have a value of 13. A symbol's value depends on what number key it normally appears on on the keyboard. For example, a ! would have a value of 1. Or you could follow a code like this for name input processing:

Code:
a   b   c   d   e   f
g   h   i   j   k   l   m   n   o   p   q   r   s   t   u   v
w   x   y   z   A   B   C   D   E   F   G   H   I   J   K   L
M   N   O   P   Q   R   S   T   U   V   W   X   Y   Z
'                           .   ,   -       ?   !       )   (
-------------------------------------------------------------
0   1   2   3   4   5   6   7   8   9  10  11  12  13  14  15
 

YoraeRasante

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Ok, read.


I suggest making separate classes, or using a plugin to control the parameters of the hero's one based on a variable.


You could use Yanfly's Class Base Parameters (needs Base Parameter Control) or Tsukihime's Parameter Tables.


Now, to get the value of the letters, you'll probably need a handmade plugin...
 
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YoraeRasante

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Nah, many times people just ask to be added to the credits, some not even that.


I'd make it for you, but my father is on my neck to finish my finals paper...
 

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I'm wondering if you could just use a script call instead of a full plugin. I'll try something and see if it works the way I imagine it.


EDIT: It works! But the script call box is too small to check every letter. I'm putting the code into a small plugin, that should solve the problem.


EDIT 2: @Emperor DragonBreath


Quickly made a base for a plugin (free for commercial use, no credit required):


https://drive.google.com/open?id=0Bzg5Egy_d-RoSW9PbVd0QW02S0U


This lets you use the Script Call (Event Command)


LB.NameEval.NameToNumber(actorID, variableID);


to save the value of the first four letters of an actor's name into a variable, so that you can then use that variable in Conditional Branches and change the actor's parameters based on that.


However, you will need to edit this plugin and add the values for all the letters; right now it only counts the uppercase letters from A to E. (Yes, I was lazy ;) ) Open the .js file in a program like Notepad, find the line where it says  "case 'E': number += 5; break;" and add statements for the rest of the letters in a similar fashion.
 
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Used the Script Call and got a reference error saying that LB is not defined or something like that.
 

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Could you give a screenshot of the event in which you do the scriptcall and one of your console (F8) as well when the error comes up?
 

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