Just looking for a little extra customization when it comes to Skill Creation.
I am looking for a script that will change *State Efficiency* depending on the casting character
to further elaborate- the parameters of the casting character (CharacterA) will effect the "Features" area under States via the notebox to the subject state. (CharacterB)
For example:
Increase Evasion by 1% MAT for 5 turns
<custom skill>
+b.eva = (a.mat * 0.01)
</custom skill>
or
Increase ATK by 25% MHP for 5 turns
<custom skill>
+b.atk = (a.mhp * 0.25)
</custom skill>
a little sloppy but I hope you get the idea...
Scaling 'Features' from Parameter Script
● ARCHIVED · READ-ONLY
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This should probably do the trick. http://www.himeworks.com/2013/07/feature-conditions/
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I think you should explain what you are trying to accomplish with your parameters, rather than how you think you should achieve it.
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so it's like you want states that allows you to modify more than what the default features can do? I think some of yanfly's scripts (especially his Lunatic States) can allow you to do that.
You could also do it using my States Extension script, though using Yanfly's might be easier -
I was trying to do this last month and I found that it's going to be excessively difficult because a state's set of Features belongs to the State (as defined in the database) instead of to an instance of that State. So if Character A casts "Evasion Increaser" on Character B, and Character C casts in on herself, the game has no way to treat Character B's state as different than Character C's state. This makes things really difficult.
What I found when I directly affected the state itself was that the database item itself, so to speak, was being modified. So when I made a state that gives extra attacks equal to (the caster's AGI / 10), and a character with 22 AGI used it, her target would receive 3 attacks (1 + 2). Great! But then when she cast it again (let's say on a different character), BOTH characters with the state would attack 5 times (1 + 2 + 2). This would keep stacking for the entire game. That's not good.
So I think that to make a system work, I have to either give battlers a giant set of properties that are changed when states are added/removed on them, or I have to redesign the data structure of states to treat them as standalone instance objects instead of references to the database. Either one is going to be a lot of work. I'm planning to do it, because I think it's a great idea (the inspiration was the "utility scaling" introduced for supports in season 4 of League of Legends; I thought it was so brilliant), but it could be a couple months before I get there. If and when I do, I'll certainly let you know.
(Hime could certainly do it quicker, though, if he's interested! :) )
My instinct is that neither Yanfly's Lunatic States nor Engr. Adik's Extended States will allow you to do what you're trying to do, unless you set up the giant set of properties for battlers that I mentioned a moment ago (and as of now I couldn't tell you how to set it up). But I could possibly be wrong, feel free to check them out yourself, and if it does work, please let us know! -
If he uses yanfly's or mine, he's gonna skip the features list. He's going to modify the parameters of the actor/enemy directly. I think I had an example of that on my script (or maybe just when I was still testing it), but one thing is sure, the script allows you to do that.
All you would need to know is the right script calls for modifying the params (see the script equivalent of the event command for modifying stats for beginners) + the right formula. :) -
If Killok just wants to adjust parameters, it can be done via parameter adjustments directly (added to states, for example)
http://www.himeworks.com/2013/12/parameter-bonuses/ -
I am just looking to create a little bit of diversity between different skills and states- I have found yanflys Lunatic scripts and this gets he job done.
However it is limited to regular parameters and not ex parameters as I would like to be able to manipulate those as well. -
Yanfly has a script for modifying the formula used for the ex params and sparams I believe. Using that you can make them change depending on the logic that you want.
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I have it but the only problem with that is its static, i need something that can change an ex param but only for a short amount of time off of a custom formula rather than a (flat precentage. (via GUI))
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Yanfly's script, the one that I'm saying, allows you to change the FORMULA used for determing the x and s params. With that, you can make a formula which can like give a different value if you have a certain state for example. I forgot the name of the script, but I used it before.
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▼ Yanfly Engine Ace - Extra Param Formulas v1.00
I see where you're getting at but how would I go about changing the formula via skill cast?
i am still very naive when it comes to scripts
This is what I have evasion set to
:eva_n_value => "0",
:eva_formula => "n + base_eva",
could I go about acessing eva_n_value from another script? and changing it that way?
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▼ Yanfly Engine Ace - Lunatic Parameters v1.01
STATE NOTETAG- these are limited to regular parameters
<custom MAT>
Glean
</custom MAT>
SCRIPT ADDITION
when /Glean/i
total = (rst * 1)
essentially i need to combine these two scripts? -
you won't change eva_n_value from another script. All you would have to do is to modify that formula.
I guess something like
:eva_n_value => "if self.state?(2); return 5; else; return 0;",
:eva_formula => "n + base_eva",
if you have state 2, you will have 5 bonus eva. -
I can do that with GUI:eva_n_value => "if self.state?(2); return 5; else; return 0;",:eva_formula => "n + base_eva",
but still getting somewhere--
tell me ith this would work plug and play?
:eva_n_value => "if self.state?(2); return 5;
if self.state?(3); return a.mat * 2;
else; return 0;",
:eva_formula => "n + base_eva",
im not sure if if/then/else works while wrapped in quotations