Yanfly Battle Stats for RMVX Ace?

Andar

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


Scripts is fo presenting scripts you wrote yourself


Have you checked yanfly's blog of his Ace scripts?


And please link to the script you're talking about if you want something like that for Ace, no one can know every script by name
 

Azhur

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Oh sorry about that.

I have all of the Yanfly's Ace scripts installed, I couldn't find anything identical. I am mostly interested of making a VIT stat that affects maxhp and healing rate, his Battle Stats script seemed to be perfect for that.
 
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Sixth

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There are many extra stat scripts out there which could be used for what you want.


N.A.S.T.Y. Extra Stats (or something similar, forgot the exact name of it), Crystal Engine Extra Stats, these are the two which comes to my mind at the moment.


If I remember right, Dekita made one too.
 

MeowFace

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We can easily add extra stats parameter to the actor, but those will not work on the level curve in the editor just like the default built-in hidden stats, accuracy(hit), evade, etc params. (Means they will stay at 0 even when the actor levelled)

Will need extra conditions/math to add to the new stats on level up.

I can make you one that runs a common event every time an actor levelled and you can then add the value to the new stats accordingly using conditional branches. (but you might end up with Actor's Max Level X Total Actors' Number of conditions in that common event)

But before we jump to script making. Do you know Heal rate % can be set on each actor in the database editor under actor tab in features?

And you can add condition checks on your damage formula on healing skills?



eg: heal target 100 hp if target's def is below 50, heal target 500 if def is above 50.

b.def <= 50 ? 100 : 500More infos at:

http://www.rpgmakervxace.net/topic/2340-how-to-make-the-most-of-custom-formulae-part-1/
 

Azhur

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Thanks for the help, I really appreciate it. :)

Sixth: Having thought about it, I would prefer to replace Luck stat with Vitality, so I won't be needing extra stats.

MeowFace: I didn't know that, I'll try using it to define the healing rate with VIT.

I should also note that in my project there is no leveling up, you only gain stat boosts from items and equipment. With all of this taken into consideration, what would be the simplest way to make vitality stat affect maxHP?
 

MeowFace

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if it's only item, then you can actually do a new stats using a game variable. but for equipment, you will require a script to add the value to the new states.

but since you are replacing luk for vitality, then you probably don't need a script. all you need is to change the luk name to vit in the database editor under the terms tab.

but luk will effect how states(poison, sleep etc) works, so if you are using states in your game, you might need a small script snippet to fix that.

this snippet below will nullified the luk effect on states, paste it in your script editor below material and above main

class Game_Battler < Game_BattlerBase  def luk_effect_rate(user)    return 1.0  endend

and in your damage formula,

you can simply use b.luk as vit.

and if you have pre-set the heal rate% on each actor, you can use b.rec in your formula too, that's the preset recover rate.

edit:

If you don't want all the hassle to do every single healing skills using a damage formula and want automated heal% applied and a real new vit stat without having to set the value for each level. Then you might want to tell me the formula you wish to use.

eg.

vit = (atk + def )/ 2

this way vit will always be the sum up of atk + def and divided by 2. Since atk and def is being assigned by the level curve, you can easily control vit using those 2 stats. well, depends on your formula you can use any stats you want. But will at least require one that's in the levelling curve. atk/mat/def/mdef/agi/luk

and we can auto assign the vit to the recover rate of each actor after that

eg

rec = vit * 0.01

and recover rate % will be 1% of vit.

this way, whenever you use a healing item/skill, the recover rate will go in effect automatically for both actors and enemies.

It's a really short and easy script in fact, just need the infos on your part to make it working.
 
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