Author Topic: [XP] Custom Stat Growing System  (Read 26006 times)

Offline Blizzard

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[XP] Custom Stat Growing System
« on: January 10, 2008, 12:15:51 AM »
Custom Stat Growing System
Authors: Blizzard
Version: 1.71b
Type: Actor Attribute Modifier
Key Term: Actor Add-on

Introduction

This script disables the abiliy to gain levels, although EXP are still being received and can be used for another purpose. It also will allow to raise the character stats by other meanings than level ups. This kind of stat growing system can be encountered in "Final Fantasy 2".

  • max HP will be raised if the character loses an ammount of HP that is equal to a specific (and configurable) percentage of the max HP
  • max SP will be raised if the character uses an ammount of SP that is equal to a specific (and configurable) percentage of the max SP
  • it is also possible to set up the success chance of raising max HP and/or SP
  • STR will be raised if the character attacks often
  • DEX will be raised if the character lands a critical hit or evade a status change
  • INT will be raised if the character uses magic based skills, but not if skills are only STR, DEX and/or AGI based
  • AGI will be raised if the character manages to evade a physical attack or is the very first character to act during a round

This work is protected by the following license:
Quote
Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
( http://creativecommons.org/licenses/by-nc-sa/3.0/ )

You are free:

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to Remix - to adapt the work

Under the following conditions:

Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

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Share alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.

- For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.

- Any of the above conditions can be waived if you get permission from the copyright holder.

- Nothing in this license impairs or restricts the author's moral rights.

Features

  • stats are growing through "stimulation" instead of level ups
  • no more level ups!
  • use EXP for any other purpose
  • highly configurable
  • extremely compatible
  • full instructions inside the first comment
v1.1
  • fixed bug where dead characters gain stats
  • enhanced compatibility a bit more
v1.3b
  • added additional "Stat, that were raised" window
v1.31b
  • fixed a bug
v1.4b
  • better coding, easier to configure
  • now compatible with Tons of Add-ons
v1.5b
  • improved coding
  • rewritten conditions using classic syntax to avoid RGSS conditioning bug
v1.6b
  • improved coding
  • now compatible with Blizz-ABS
v1.7b
  • removed statup window display, if you want to continue using it, get Easy LvlUp Notifier 2.0 or higher and put the script BELOW this one
v1.71b
  • removed a crash bug when using Blizz-ABS

Screenshots

N/A for this sort of script

Demo

N/A

Script

Just make a new script above main and paste this code into it.
Script Download

Instructions

Inside the script in the first comment.

Compatibility

95% compatible with SDK v1.x. 60% compatible with SDK 2.x. WILL corrupt your old savegames. Might cause problems with exotic CBS-es.

Credits and Thanks

  • made by Blizzard
  • Special Thanks to Viviatus for requesting this =D

Author's Notes

This script will disable the feature of leveling up. Please be sure to use a Custom Skill Learning System or have an appropriate script.

If you find any bugs, please report them here:
http://forum.chaos-project.com

That's it! N-Joy! =D
« Last Edit: February 21, 2009, 01:05:28 PM by Blizzard »
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Offline Blizzard

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Re: [XP] Custom Stat Growing System
« Reply #1 on: October 19, 2008, 03:15:17 PM »
Nobody likes my CSGS. ._. Was FF2's stat system really that unpopular?
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Offline legacyblade

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Re: [XP] Custom Stat Growing System
« Reply #2 on: October 20, 2008, 05:59:48 AM »
Well I can't figure out what the heck this system does. I've never played FF2, you might want to go into depth on what it does.

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Re: [XP] Custom Stat Growing System
« Reply #3 on: October 20, 2008, 06:39:54 AM »
Just seems like a very abusable system and takes a lot of control out of the hands of the creator.  For example, as the maker I know about what level characters will be when they reach Point B.  I know what their stats will be, etc.  Obviously some types of games benefit from the level of control given to the user.

Offline Fantasist

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Re: [XP] Custom Stat Growing System
« Reply #4 on: October 20, 2008, 07:27:15 AM »
lol, this is listed in my "Must have" list for my game. I just haven't reached that stage yet.
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Offline Blizzard

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Re: [XP] Custom Stat Growing System
« Reply #5 on: October 20, 2008, 11:39:19 AM »
Yeah, I've had some serious problems when playing FF2 back then because of this system.

@LB: i.e. When you lose a lot of HP during battle, your max HP will go up at the end. That's for HP.
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Offline legacyblade

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Re: [XP] Custom Stat Growing System
« Reply #6 on: October 20, 2008, 04:11:14 PM »
Yeah, downloaded the script and read through it. I think this is a good system, and a lot of people would like to use it. Just add more description to the first post, and the script may become a popular one!!!

Offline Blizzard

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Re: [XP] Custom Stat Growing System
« Reply #7 on: October 20, 2008, 05:28:08 PM »
*edits first post* Something like this? :naughty:
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Offline legacyblade

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Re: [XP] Custom Stat Growing System
« Reply #8 on: October 20, 2008, 05:31:42 PM »
Yes, that's perfect. Now lots of people will see it, and put it in their n00bish games that will never be finished (and maybe a few of them will be finished, XD)

Offline ozoke

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Re: [XP] Custom Stat Growing System
« Reply #9 on: November 18, 2008, 04:33:05 PM »
this is a great script,
i modded it to still work with level ups, but i was wondering is it possible to show the value of an actors 'counter' in the status window

e.g
instead of showing the current equipment it showed the current values for xstr, xdex, xint and xagi

if i knew how to show the current value for each actors counter i could mod the status screen myself.

thanks.

Offline Blizzard

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Re: [XP] Custom Stat Growing System
« Reply #10 on: November 18, 2008, 06:01:01 PM »
Just check out how the parameters are drawn in Window_Status#refresh (draw_actor_parameter(a, b, c...)). That method is defined in Window_Base has it all defined for the normal parameters like STR, INT, etc. Make a copy of that method, call it "draw_actor_xparameter(a, b, c...)" and edit it so it draws the X parameters instead of the real parameters. Then just call that method in Window_Status#refresh with different coordinates on the screen.
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Offline ozoke

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Re: [XP] Custom Stat Growing System
« Reply #11 on: November 18, 2008, 06:28:10 PM »
WOW, that was so easy. just had to edit window_base to add more parameters to the already defined ones like you said.

thanks blizz

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Re: [XP] Custom Stat Growing System
« Reply #12 on: July 25, 2009, 11:44:20 AM »
Is it possible to disable where it shows exp and levels plus exp gains at the end of battle?
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Re: [XP] Custom Stat Growing System
« Reply #13 on: July 25, 2009, 12:26:15 PM »
Just use my Easy LvlUp Notifier. It doesn't show EXP gain if you don't get any EXP.
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Re: [XP] Custom Stat Growing System
« Reply #14 on: July 25, 2009, 03:38:03 PM »
Thank you =). Still curious as to whether or not the level and exp in the status and main menu can be disabled. If not then that's ok. I can find some other use for it. I want to try to make use of the RO job/skill system you have up. So is it then possible to change it so that the exp goes fully to the job exp while at the same time showing up in the menu instead of levels. Sorry for all the noobish questions.
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Re: [XP] Custom Stat Growing System
« Reply #15 on: July 26, 2009, 02:21:17 PM »
Throughout the scripts there are several method calls to draw the level and the EXP. You can either find all calls and disable / delete them or you can prevent it directly in the methods. I suggest the former.
To do this, press CTRL+SHIFT+F to activate global search. Type "draw_actor_level" (without the double quotes) and the editor will find all lines containing that phrase. In every line where that phrase is at the beginning, you should put a "#" (without the double quotes) before it to comment out that line. This will prevent it from being executed. Remember not to put it where it says "def draw_actor_level". Do the same with "draw_actor_exp". That should do it.
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Re: [XP] Custom Stat Growing System
« Reply #16 on: July 27, 2009, 01:44:52 AM »
I promise this is the last question.Thank you for everything so far but this possibility struck my curiosity and was wondering if it is actually do-able. I posted it in the script request but wasnt sure if you took a look yet. =).


<Blizzard's Custom Stat Gaining System Add-On>
<July 26, 2009>



Summary
I am just looking to find out if an add-on to the stat gaining system is plausable.

Features Desired
  • Skill gain while attacking or after battle based on some sort of stat requirement.
  • Like if I have 50 strength I have a 20% chance to gain a specific skill while attacking.

Mockups
No mockups sorry

Games its been in
  • Saga Frontier series
  • Romancing Saga series



Did you search?
Yes

Where did you search?
  • rmrk.net
  • forum.chaos-project.com

What did you search for?
  • Searched through most topics one by one.
Nothing goes as planned but I keep going forward.

Offline Cid

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Re: [XP] Custom Stat Growing System
« Reply #17 on: August 15, 2009, 10:58:58 AM »
I think there's a lot of potential in this system, but there should be some limits placed to prevent abuse and encourage the player to seek out stronger enemies. I'm not sure whether you (or anyone else, if you'd allow it) would be interested in improving this script, but I have a couple of ideas regardless.

1. A growth curve for each stat. For example, if a character's strength stat is between 1-19, it might take between 5 and 10 attacks to increase the stat. Between 20 and 39 it would be 10-20 attacks, 40-59 = 20-30, etc.

2. Added to that, the "hit counter" could be modified depending on how strong the enemy party is (by assigning hidden "ranks"). A group of Goblins at the start of the game would only raise the "stat count" by 1, while a party of endgame Dragons increase them by 10. So if your strength is 100 then you'd need to attack 50 or so times in a Goblin battle to increase strength, whereas against a group of Dragons you'd only need to attack 5 times for the same result.

Both of these would stop only the most persistent of players from maxing everything at the start of the game, as well as make it much easier to "level up" characters who may've been neglected until late in the game. Final Fantasy II actually uses a monster ranking system, although not in quite the same way.
« Last Edit: August 15, 2009, 11:16:45 AM by Cid »

Offline Blizzard

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Re: [XP] Custom Stat Growing System
« Reply #18 on: August 15, 2009, 11:47:35 AM »
I'm not going to change this script anymore.
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Offline Calintz

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Re: [XP] Custom Stat Growing System
« Reply #19 on: October 09, 2009, 03:15:27 PM »
BAD-ASS!! Lol.
This system kicks shit!!