Stats increase as certain attacks are successful

Luigi-like

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Is it possible to make stats increase as you use certain attacks in battle, such as: If my character chose attack, if it was successful, it would increase his max strength by 1 same with using magic costing attacks and TP costing attacks, gaurding increases defence and evades increases speed by 1

so on so forth, but main question is this possible

secondly what would i have to do to successfully create this

Note: Sorry if i posted under the wrong (i guess forum page I don't know) but if i do please tell me where to post stuff like this

i feel like i have more i might need to ask in the future, Thanks to all responses  in the future  :)
 

Shaz

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This is the place for "how do I ..." questions that don't involve scripts.


I would probably start looking at states, as that's what you'd normally use to increase stats. But they would increase by a fixed amount, and applying the same state over and over would not continue to increase the stat - and when the state is removed, the stat would drop back down again.


So I suspect you may need to resort to scripts. But I won't move it to the scripts request forum yet, as someone else might have an idea of how to accomplish this without scripts.
 

Luigi-like

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This is the place for "how do I ..." questions that don't involve scripts.

I would probably start looking at states, as that's what you'd normally use to increase stats. But they would increase by a fixed amount, and applying the same state over and over would not continue to increase the stat - and when the state is removed, the stat would drop back down again.

So I suspect you may need to resort to scripts. But I won't move it to the scripts request forum yet, as someone else might have an idea of how to accomplish this without scripts.
I could have guessed someone would pop up with a comment saying im gonna be needing scripts (original idea but i don't want to beg people to make one, and i can't make one)

but i was looking for without scripts, also i thought something like this would pop up but i'm looking for a permanent increase in the stats without leveling of course
 
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Shaz

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There IS a Change Parameters event command that will let you change the 8 stats on the Classes tab.


I'm not sure how you'd link that command to certain attacks AND have it only increase them if the attack is successful. I'd think a common event would be the place to start, but I'm not sure how you'd make it detect a successful/unsuccessful attack.
 

Luigi-like

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There IS a Change Parameters event command that will let you change the 8 stats on the Classes tab.

I'm not sure how you'd link that command to certain attacks AND have it only increase them if the attack is successful. I'd think a common event would be the place to start, but I'm not sure how you'd make it detect a successful/unsuccessful attack.
Well there would be a use for a script, might not be possible through eventing but now i need to know something, how would i get the game to see what the player used in battle
 
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Luigi-like

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Okay i need a script with the following

> the ability to change a players stats to increase with successful attacks EX: using magic increases magic attack and max mp without leveling

gaurd increases Defense if successful evade increases luck and speed ETC. No hp increase though

>lower classed enemies don't give increases such as every boss you kill gives a higher classification for your hero F,D,C,B,A,S

>enemies have classes from F to S (same as the hero basically) the lower the class compared to the hero the lower the stat increase possibility

such as you're hero is F and you fight an F rank 75% chance of stat increase upon successful attack/guard/evade and every rank higher the enemy add 5% more chance and for every class higher the hero is than the enemy is a 10% less chance upon successful attack/guard/evade

no matter what fighting the same class enemy gives 75% chance of stat increase A against A 75% A against S 80% Edit: (The rank is set for the party but in the status menu it shows the rank next to the first character in the party)

>All heroes classifications are shown in the menu for status and through simple event script calling can be increased at will and visa verse 

>The ranks shown can be a customizable picture so it can be changed to suit anyones needs if they need a script of this type

>If possible make it compatible with neon black's grade victory screen might be tough but possible

That is really all i can think for the script, and trust me now i can't pay for one ;_;   so don't do it if you're looking to get money and i do realize this could be a lot to ask of a script maker but this could be useful for more people than me Happy script making/hunting  You're all the best :thumbsup-left:   :guffaw:  Please attempt to ignore all comments above, a global moderator merged an older topic of this same situation but then i was looking for possible eventing now i'm looking for a script
 
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kerbonklin

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> the ability to change a players stats to increase with successful attacks EX: using magic increases magic attack and max mp without leveling

gaurd increases Defense if successful evade increases luck and speed ETC. No hp increase though
You can have every skill give a dummy state to yourself that can be used to check "what actor used the skill" and then run a common event checking for that state and then applying the permanent parameter increase. However you need a way to determine if successful/unsuccessful.  Have you tried using the Success% of a skill, to see if those trigger common events or not if the skill fails? (However if you use that, then you'll probably have to drop the whole usage of Hit/Eva/Mev being ever used in your project, making Hit always 100% and Eva/Mev always 0% or more)

Everything else though will definitely need scripting.
 
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Shaz

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No need for a new request - I could have just moved it over to the other forum :)


Merging threads (so OP didn't really double post up there).
 

Luigi-like

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You can have every skill give a dummy state to yourself that can be used to check "what actor used the skill" and then run a common event checking for that state and then applying the permanent parameter increase.

Everything else though will definitely need scripting.
Exactly my point and right now i don't exactly know how to check to see for a successful attack with common events in the battle (i know how to run events but i don't know how to check for a successful hit is what i'm saying because i do know how to increase parameters)
 

kerbonklin

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Exactly my point and right now i don't exactly know how to check to see for a successful attack with common events in the battle (i know how to run events but i don't know how to check for a successful hit is what i'm saying because i do know how to increase parameters)
Read the other thread again, I made an update on my reply. Too lazy to re-post it here lol.
 

Shaz

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The common event won't know which actor to use.
 

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The common event won't know which actor to use.
I just hope soon someone creates or finds a script like this also adding an edit to it...
 

Maliki79

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Can't you do this in the damage formula?

Like :

a.atk += 1; a.atk * 4 - b.def * 2 #adds 1 point to attackers attack, followed by damage

And if so, this will only work if the attack does not miss.

All the ones that directly use skills should work with my method. (Attack, Guard, etc.)

Outside of that, the "evasion = speed stat increase" would likely need scripts to work.
 
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Luigi-like

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Can't you do this in the damage formula?

Like :

a.atk += 1; a.atk * 4 - b.def * 2 #adds 1 point to attackers attack, followed by damage

And if so, this will only work if the attack does not miss.

All the ones that directly use skills should work with my method. (Attack, Guard, etc.)

Outside of that, the "evasion = speed stat increase" would likely need scripts to work.
Well where do i find the damage formula? I'm betting it's somewhere in the scripts and where would i add it at, be a bit more specific.
 

Maliki79

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The damage formula is the text box used in skills and items to determine their healing or damage potential.

You can find it in the skills and items tabs in the database.
 

Luigi-like

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The damage formula is the text box used in skills and items to determine their healing or damage potential.

You can find it in the skills and items tabs in the database.
Ok i tried adding it to the formula but now enemies take no damage, i copy/pasted the formula but it didn't work i even set the characters class strength to 999 still no damage Edit:i also thought for a minute and the enemies ALSO get the stat increase looking through the info a bit i found it out.
 
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Engr. Adiktuzmiko

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damage should always be dealt last...

EDIT: looking at his formula, it should deal damage... unless you made some changes to it...
 
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Luigi-like

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damage should always be dealt last...

EDIT: looking at his formula, it should deal damage... unless you made some changes to it...
i made no modification to it what so ever it just doesn't work i don't know why :unsure:

Edit: Why don't you try it, hmm?
 
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Engr. Adiktuzmiko

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ah, there it is... using .atk or whatever .stat doesn't work because the .stat methods only return the values of the params and using += to them results to this weird behavior...

so I came up with this

a.add_param(2, 1); a.atk * 4 - b.def * 2 

2 => the param id for atk (you can view them in Game_BattlerBase

1 => the stat bonus

tested it only for params, I don't know if it works for xparams and sparams too
 
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Luigi-like

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ah, there it is... using .atk or whatever .stat doesn't work because the .stat methods only return the values of the params and using += to them results to this weird behavior...

so I came up with this

a.add_param(2, 1); a.atk * 4 - b.def * 2 

2 => the param id for atk (you can view them in Game_BattlerBase

1 => the stat bonus

tested it only for params, I don't know if it works for xparams and sparams too
Not only does it work its amazing but, enemies use the bonus too this is why i'm looking for a script and the attack is a bit OP so my characters will have to start at one but level it up as time goes on
 

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