State Base Parameter Adjustment? (Adding +100% Mdf and soforth, like Yanfly)

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Started by shiori4me 6 posts View original ↗
  1. This seems like a bit much, but might as well throw it out there.

    I'm multiplying Luk by 10 in using it as "Strength" and dubbing it "STR". But it's still Luk.

    This is so that I can make more subtle changes to Strength with objects.

    Among other uses, I'm using an inventory script and having it so that equipment doesn't add to the carrying weight, instead, the carrying limit is based off of strength of all members and wearing a breastplate is easier than carrying it.

    The carrying limit formula is party luk * 280. So if someone had a strength of 400, then they could carry a weight of 120,000, or 120 pounds.

    But that *10 modifier I put messes everything up.

    Say a sword reduces STR by 10. Normally someone with an STR of 400 would then be reduced 390.

    But with the way that multipliers don't multiply the base, that means that STR actually becomes 300.

    Dynamic adjustments like Yanfly's Dynamic Equipment Parameters https://github.com/Archeia/YEARepo/blob/master/Gameplay/Equip_Dynamic_Stats.rb would be awesome. It allows you to tag adjustments to stats past a 500 limit and also to add say +20% of the subject's Base HP. But this cannot be used on actors, classes, armor, or states, sadly.

    And as for an adjustment, I don't know how to adjust that script to work with all objects.
  2. if you want the multiplier to affect the "base" only then you need to go into the actual param method... I think it's on Game_BattlerBase...


    also please put a link to the script if all you want is someone to modify it to be usable to actors etc...
  3. Aww snap, I forgot to put that? Oops.

    And as for that Game_BattlerBase, are you talking about on the Dynamic Equip Script?
  4. You can raise the Base Stats of Luck in the class tab in the database, and multiply all values manualy by 10.

    This snipped would multiply the base value of luck with 10:

    class Game_Actor alias :ga_12_param_base_e222 :param_base def param_base(param_id) return ga_12_param_base_e222(param_id) * 10 if param_id == 7 ga_12_param_base_e222(param_id) endendclass Game_Enemy alias :ge_12_param_base_e222 :param_base def param_base(param_id) return ge_12_param_base_e222(param_id) * 10 if param_id == 7 ge_12_param_base_e222(param_id) endendMaybe i just dont get what you exactly want
  5. I don't understand how you're getting "strength" in the first place.
  6. STR is just a me changing the term for Luk. I still use "Luk" in formulas, but in the game it's read as "STR". It's so that I can use buffs and debuffs to Strength and not have STR be an un-buff-able xstat. I'm not using Luk for its default purpose. Nonetheless I was just explaining a use.

    Okay, for example, I figured that I could make weapons for enemies using states.

    I thought all would be fine cause I could just add everything into traits and multiply stats.

    But then I realized, crap, that isn't possible. To have Atk at 120%, that means every multiplier and addition  to the base will be affected.

    The idea is kinda like, Yanfly Dynamic Equip Stats, which allows you to add +100% to the base and to add +20 to the base of a stat, but only on weapons equipment.

    Something like that for all objects would be very intricate.

    And aww yeah Eugene, solved that problem!