New Battle Stats

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New Battle Stats
Link Click Here
Image:YEM_Demo.jpg This script is included in the
Yanfly Engine Melody Demo
Last Update 2010.06.20
Author(s) Yanfly
$imported $imported["DEX Stat"]

$imported["RES Stat"]

Terms of Usage
New Battle Stats along with other Yanfly Engine scripts may be used for both non-commercial and commercial games. Providing credit is not necessary, but please do not claim credit.
Version History
o 2010.06.20 - Bugfix update for dex= and res=
o 2010.06.14 - Compatibility with Skill Fusion System.
o 2010.05.31 - Compatibility Update for YEM Enemy Levels.
o 2010.05.19 - Conversion to Yanfly Engine Melody.
Discussion and FAQ

Introduction

This script offers the functionality to add new battle stats for both actors and enemies alike. These stats can be adjusted in the script itself while any potential weapons, armours, states, and enemies can have their settings made within their respective noteboxes.

How to Use

To install this script, open up your script editor and copy/paste this script to an open slot below ▼ Materials but above ▼ Main. Scroll down and modify the various module information.

Module

DEX

Dexterity is a new stat that directly impacts hit rates, evasion rates, and critical hit rates. In default VX, there was no growth at all over these three stats other than through equipment. Now, actors progressing through the game can directly impact the hit rate, evasion rate, and critical hit rate of a character upon calculation.

      $imported["DEX Stat"] = true

This changes whether or not the DEX stat will be used at all. Set it to true if you wish to use the DEX stat. False if otherwise.


      VOCAB = "DEX"

This is the ingame vocabulary for the DEX stat.


      ACTOR_BASE ={
      # ID => Formula
         0 => "actor.parameters[2,@level]/2+actor.parameters[5,@level]/2",
         1 => "@level * 5 + 20",
         2 => "@level * 6 + 24",
         3 => "@level * 4 + 16",
         4 => "@level * 3 + 12",
      } # Do not remove this.

This hash allows you to edit each actor's base DEX formula and the rate of growth for DEX as levels progress. Note that actor 0 will be used if the actor's ID does not appear on this list.


      ENEMY_BASE = "@atk / 2 + @agi / 2"

This is the formula used for the base DEX of an enemy if not specific base DEX has been defined by the <base dex: x> tag.


      DEX_TO_HIT = "self.dex * 0.07"
      DEX_TO_EVA = "self.dex * 0.03"
      DEX_TO_CRI = "self.dex * 0.05"

These are the formulas used to convert DEX bonuses for each of the varying stats. These bonuses are added onto the previously calculated HIT, EVA, and CRI values.

DEX Notetags

<dex growth: +x>
<dex growth: -x>

This raises or lowers the target's base DEX by x amount. For items only.


<dex: +x>
<dex: -x>
<dex: +x%>
<dex: -x%>

This allows the weapon or armour to increase DEX for the actor wearing it by x amount or x%. Using the tag without the percentage will raise the amount by a set value while using the percentage will increase the base DEX of the actor by a percentile value. For equipment only.


<dex: x%>
<dex: +x>
<dex: -x>

This adjusts the DEX stat in battle by x percentile or a set x amount. If multiple of these tags are used, it will be calculated based on the order of operations. Stackable. For status effects only.


<base dex: x>

This sets the enemy's base DEX to x. The base dex would be the enemy's unaltered DEX value. If this tag isn't present, the enemy's base DEX will be calculated based on the formula provided by the module. For enemies only.

RES

Resistance is a new stat to provide a magical defense against magical attacks. Just like DEF is to ATK, RES is to SPI. In default VX, both magical defense and magical attack were found in one stat. Now, they're split across two, which frankly makes more sense.

      $imported["RES Stat"] = true

This changes whether or not the RES stat will be used at all. Set it to true if you wish to use the RES stat. False if otherwise.


      VOCAB = "RES"

This is the ingame vocabulary for the RES stat.


      ACTOR_BASE ={
      # ID => Formula
         0 => "actor.parameters[3,@level]/2+actor.parameters[4,@level]/2",
         1 => "@level * 4 + 16",
         2 => "@level * 3 + 12",
         3 => "@level * 5 + 20",
         4 => "@level * 6 + 24",
      } # Do not remove this.

This hash allows you to edit each actor's base RES formula and the rate of growth for RES as levels progress. Note that actor 0 will be used if the actor's ID does not appear on this list.


      ENEMY_BASE = "@def / 2 + @spi / 2"

This is the formula used for the base RES of an enemy if not specific base RES has been defined by the <base res: x> tag.

RES Notetags

<res growth: +x>
<res growth: -x>

This raises or lowers the target's base RES by x amount. Items only.


<res: +x>
<res: -x>
<res: +x%>
<res: -x%>

This allows the weapon or armour to increase RES for the actor wearing it by x amount or x%. Using the tag without the percentage will raise the amount by a set value while using the percentage will increase the base RES of the actor by a percentile value. Equipment only.


<res: x%>
<res: +x>
<res: -x>

This adjusts the RES stat in battle by x percentile or a set x amount. If multiple of these tags are used, it will be calculated based on the order of operations. Stackable. Status effects only.


<base res: x>

This sets the enemy's base RES to x. The base res would be the enemy's unaltered RES value. If this tag isn't present, the enemy's base RES will be calculated based on the formula provided by the module.


And that's it for New Battle Stats!

See Also


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