No level up only weapons that improve player stats

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Started by Nesokas 4 posts View original ↗
  1. Hello again everyone,

    Basicaly what I want to do is make the player character not level up and instead, based on the weapons he was equiped, improve is stats. I also want to make my own stats for the player (for example: attack, stealth, item descovery, luck and defence). My ideia was to start by doing this:



    class Game_Player < Game_Character attr_reader :attack attr_reader :item_discovery attr_reader :stealth attr_reader :luck attr_reader :defense alias :start :initialize def initialize start @attack = 10 @item_discovery = 10 @stealth = 6 @luck = 10 @defense = 10 end end

    And then based on what he has equiped the attack would improve, when killing a enemy the item drop would be more or less based on item discovery, more rare items would drop based on the luck and so on...

    Dose anyone know if there is a script (or scripts) that already do this but if not can someone just point me in the right direction?

    Thanks in advance  ;)
  2. The first part (not leveling up) can be done without scripts - you can either set all enemies and all events to give 0 EXP, or you could set the actor maximum level to 1.


    For the second part: Attack and Defence can be made by simple renaming the stats in the database terms tab.


    For Stealth and Item discovery there are two possibilities:


    If you don't use those values, you can simply rename magic attack and magic defence as those have no build-in function, only their use in skills. The basic luck and agility do have functions inside the engine, those you shouldn't use for different purposes.


    The other way is to search for N.A.S.T.Y's Extra Stat Script, that is available on the master script list and provides a way to define your own additional stats.
  3. Thank you I will try that ;)
  4. If you want the player to "level up" but have it do nothing, you can just set all of the stat growth curves in the player's class to flat lines.    I've done that for some PC classes I don't want to improve (immortals, for example) while the rest of the PCs do.

    This allows the player to advance in level, but only allow weapons/items/etc to really improve their statistics.

    That can be useful if you want to do something like "the player learns Omnislash at Level 50" even if it gains nothing otherwise.  This way your player can learn more powerful weapons skills later in the game.