Hey, I want to raise or lower many characters' parameters at once when something happens, but this is very cumbersome and will make for absolutely huge event pages if I use the "Change Parameters" command for every actor.
I tried using a script call utilizing a range like "$game_actors[1].atk..$game_actors[29].atk += 1" but I'm pretty sure this does nothing. Is there some method you can use for ranges regarding actors' stats, so I can do what I want to do with just one quick command? Is there even a method to modify parameters of characters who are only in the party?
Thanks.
Looking for a more efficient method for modifying parameters en masse...
● ARCHIVED · READ-ONLY
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What exactly are you trying to do? That script call doesn't make any sense, so I'm confused about your goal.
If you want to bypass the event commands, look at Game_Interpreter and see the script call it makes for that command (there's actually a pinned thread - at the top of THIS forum, I think - that lists many of them, and I think those ones are included) -
From the looks of it, you are trying to modify all actors params (from 1 - 29) in one script call ?
(1..29).each do |i| $game_actors.add_param(PARAM_ID,VALUE)endAnyway, you should really look into some of my statistic related script for the $D13x script series. The default add param method is highly inefficient - especially when you use it more than once in a single script call box (event script command box). My statistic control script - for example- allows you to NOT refresh the actors until its all been modified.
Ehh... doesnt matter really. the code above will do what your wanting ^_^
Edit:
For only the current party members...
Code:$game_party.members.each { |m| m.add_param(PARAM_ID,VALUE) } -
Thank you both! The method in Archeia's pinned topic works for all characters in the party, and Dekita's method works even for characters that haven't yet joined.
Is there another method that could be used to modify the parameters of only ACTIVE characters? As in, you use four or five at once, while the rest are in reserve. Is there a method that disregards the characters in the reserve?
If not, it's no big deal. Thank you so much. -
Course there is ;)
If there was'nt I would have probably scripted it. Statistic mods are my absolute fave <3
Hell, I even have elemental stat distribution systems... :D
Anyway....
Code:$game_party.battle_members.each { |m| m.add_param(PARAM_ID,VALUE) } -
How do you define active and reserve? Do you mean battle members and non battle members? If so, how do you end up with 5 battle members? If just changing the 4 to 5 in the script, it's all good. But if you're using another party-formation type script, or party-swapping/reserve script, the solution would need to be compatible with it.
Anyway, if it's just RTP and you're talking about battlers, you are interested in
Code:instead of$game_party.battle_members
Code:$game_party.members -
Mwahahahahhaaaaa..
I have entered...
SpoilerNinja Mode -
You guys are GREAT!! :D
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Yeah ... I think I'm going to have to take you down a peg or two ;)Mwahahahahhaaaaa..
I have entered...
SpoilerNinja Mode
Anyway, before this totally turns into some kind of race to the finish, Solo, are you happy with it all now? Can I lock this up before Dekita posts again? -
Why would I post now? The thread can clearly be closed my dear ^_^
Edit:
Soooooo tempted t double post for the lolz ^_^
I have nightmares about that blue text though, so I best not:D -
Yes, thank you both very much! :)Solo, are you happy with it all now?
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no problem ^_^
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