Stats increase as certain attacks are successful

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have you done a test? I have done over 5000 and im tired of it...  :stare:
 

Engr. Adiktuzmiko

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as I told you, I cannot right now... for this specific script, not really... but I've been testing out certain things for the formula bar for a while now and they seem to work fine... so maybe just wait until I can test it out later tonight
 

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as I told you, I cannot right now... for this specific script, not really... but I've been testing out certain things for the formula bar for a while now and they seem to work fine... so maybe just wait until I can test it out later tonight
Okay hopefully you figure something out  :stare:
 

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Okay here it is... I didn't realized that I used a wrong condition for the hash (I was using target.rank something when the hash was EN_HASH... normally it should return an error, but eval seems to just take errors as a direction to simply stop processing, which is why you never dealt damage...

there was some problems with the eval part too as you passed a.atk*4 - b.def*2, since those variables aren't in my addstat method, they will return 0...

here's the new script, working when I tested

class Game_Battler < Game_BattlerBase

 

$rank = 0

 

EN_HASH = {

 

  1 => 0,

  2 => 0,

  3 => 0,

 

}

 

  def addstat(target,paramid,bonus)

    if actor?

      if target.enemy?

        chance = 75

        gap = $rank - EN_HASH[target.enemy.id]

        if gap > 0 

          chance += 5*gap

        else

          chance -= 10*gap

        end

        if rand(100) <= chance 

           add_param(paramid, bonus) 

        end

      end

    end

  end

 

end

 

you now call it like:

 

a.addstat(b,2,1)

 

then if you need damage, just add ;damageformulahere

 

example:

 

a.addstat(b,2,1);a.atk*4-b.def*2
 

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Okay here it is... I didn't realized that I used a wrong condition for the hash (I was using target.rank something when the hash was EN_HASH... normally it should return an error, but eval seems to just take errors as a direction to simply stop processing, which is why you never dealt damage...

there was some problems with the eval part too as you passed a.atk*4 - b.def*2, since those variables aren't in my addstat method, they will return 0...

here's the new script, working when I tested

class Game_Battler < Game_BattlerBase

 

$rank = 0

 

EN_HASH = {

 

  1 => 0,

  2 => 0,

  3 => 0,

 

}

 

  def addstat(target,paramid,bonus)

    if actor?

      if target.enemy?

        chance = 75

        gap = $rank - EN_HASH[target.enemy.id]

        if gap > 0 

          chance += 5*gap

        else

          chance -= 10*gap

        end

        if rand(100) <= chance 

           add_param(paramid, bonus) 

        end

      end

    end

  end

 

end

 

you now call it like:

 

a.addstat(b,2,1)

 

then if you need damage, just add ;damageformulahere

 

example:

 

a.addstat(b,2,1);a.atk*4-b.def*2
Works great but since evade isnt a technical thing you can select this doesnt fill my whole request BUT it can do alot for the stats of mmp mat atk def and some others i cant remember so i guess this is good, i can always use armour and wepons for speed increases but then again, it'd be useful for evade to increase upon being successful, well there goes my problem with this script (small but powerful) also could i do something like a.addstat(b,2,10); a.addstat(b,4,1); (damage formula here) or is it only limited to 1 a.addstat?  
 

Engr. Adiktuzmiko

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you can do multiples as long as you can fit it into the formula bar... I'll see if I can add support for x and s params...
 

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you can do multiples as long as you can fit it into the formula bar... I'll see if I can add support for x and s params...
Ok hope to see it up sometime tomorrow and thanks for the work you've done!  :guffaw:
 

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that will be the earliest time I'd be able to I believe... at least if you want a fully tested script... XD...

btw, are you using Yanfly's script for modifying the x and s params? because the s and x params are treated differently than the normal params, I need to know if you're using any script that modifies how they are calculated since I would most probably need to alias the method that returns those values...
 
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Luigi-like

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that will be the earliest time I'd be able to I believe... at least if you want a fully tested script... XD...

btw, are you using Yanfly's script for modifying the x and s params? because the s and x params are treated differently than the normal params, I need to know if you're using any script that modifies how they are calculated since I would most probably need to alias the method that returns those values...
No i currently am not using a script that modifies this (unsless you count his class script for subclass and primary classes)

mr bubble made this:

http://forums.rpgmakerweb.com/index.php?/topic/13640-tales-of-graces-title-system/

which use this:

http://mrbubblewand.wordpress.com/rgss3/arbitrary-records/

that seem to detect and record actors' actions during battle.

You should ask him for help.
Hmm... ill try it sometime later i literally just woke up and checked the forum XD i do that alot its just to see if anything new pops up but like i said sometime later today ill try it

(about 4:00)
 

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those scripts are for ranking purposes only... which in his current plans aren't really needed as he only plans to employ a per party rank and not per actor... XD...

No i currently am not using a script that modifies this (unsless you count his class script for subclass and primary classes)
Okay, then I'll do some edits and tests later...
 
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Luigi-like

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those scripts are for ranking purposes only... which in his current plans aren't really needed as he only plans to employ a per party rank and not per actor... XD...

Okay, then I'll do some edits and tests later...
I dont think the script for the classes modifies the way they are calculated (im sure of it) i might not be right but i feel i definitely am
 

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