Chaos Project

RPG Maker => RPG Maker Scripts => RMXP Script Database => Topic started by: Blizzard on January 09, 2008, 05:15:51 pm

Title: [XP] Custom Stat Growing System
Post by: Blizzard on January 09, 2008, 05:15:51 pm
Custom Stat Growing System
Authors: Blizzard
Version: 1.8
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".


This work is licensed under BSD License 2.0:
QuoteCopyright (c) Boris "Blizzard" Mikić
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:

1.  Redistributions of source code must retain the above copyright notice,
    this list of conditions and the following disclaimer.

2.  Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation
    and/or other materials provided with the distribution.

3.  Neither the name of the copyright holder nor the names of its contributors
    may be used to endorse or promote products derived from this software
    without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.

You may use this script for both non-commercial and commercial products without limitations as long as you fulfill the conditions presented by the above license. The "complete" way to give credit is to include the license somewhere in your product (e.g. in the credits screen), but a "simple" way is also acceptable. The "simple" way to give credit is as follows:
QuoteCustom Stat Growing System licensed under BSD License 2.0, Copyright (c) Boris "Blizzard" Mikić

Alternatively, if your font doesn't support diacritic characters, you may use this variant:
QuoteCustom Stat Growing System licensed under BSD License 2.0, Copyright (c) Boris "Blizzard" Mikic

In general other similar variants are allowed as long as it is clear who the creator is (e.g. "Custom Stat Growing System created by Blizzard" is acceptable). But if possible, prefer to use one of the two variants listed above.


Features

v1.1
v1.3b
v1.31b
v1.4b
v1.5b
v1.6b
v1.7b
v1.71b
v1.8


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 (https://downloads.chaos-project.com/scripts/Custom Stat Growing System.txt)

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


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
Title: Re: [XP] Custom Stat Growing System
Post by: Blizzard on October 19, 2008, 09:15:17 am
Nobody likes my CSGS. ._. Was FF2's stat system really that unpopular?
Title: Re: [XP] Custom Stat Growing System
Post by: legacyblade on October 19, 2008, 11:59:48 pm
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.
Title: Re: [XP] Custom Stat Growing System
Post by: FlyingHamsta on October 20, 2008, 12:39:54 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.
Title: Re: [XP] Custom Stat Growing System
Post by: Fantasist on October 20, 2008, 01:27:15 am
lol, this is listed in my "Must have" list for my game. I just haven't reached that stage yet.
Title: Re: [XP] Custom Stat Growing System
Post by: Blizzard on October 20, 2008, 05:39:19 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.
Title: Re: [XP] Custom Stat Growing System
Post by: legacyblade on October 20, 2008, 10:11:14 am
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!!!
Title: Re: [XP] Custom Stat Growing System
Post by: Blizzard on October 20, 2008, 11:28:08 am
*edits first post* Something like this? :naughty:
Title: Re: [XP] Custom Stat Growing System
Post by: legacyblade on October 20, 2008, 11:31:42 am
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)
Title: Re: [XP] Custom Stat Growing System
Post by: ozoke on November 18, 2008, 09:33:05 am
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.
Title: Re: [XP] Custom Stat Growing System
Post by: Blizzard on November 18, 2008, 11:01:01 am
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.
Title: Re: [XP] Custom Stat Growing System
Post by: ozoke on November 18, 2008, 11:28:10 am
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
Title: Re: [XP] Custom Stat Growing System
Post by: vacancydenied on July 25, 2009, 05:44:20 am
Is it possible to disable where it shows exp and levels plus exp gains at the end of battle?
Title: Re: [XP] Custom Stat Growing System
Post by: Blizzard on July 25, 2009, 06:26:15 am
Just use my Easy LvlUp Notifier. It doesn't show EXP gain if you don't get any EXP.
Title: Re: [XP] Custom Stat Growing System
Post by: vacancydenied on July 25, 2009, 09:38:03 am
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.
Title: Re: [XP] Custom Stat Growing System
Post by: Blizzard on July 26, 2009, 08:21:17 am
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.
Title: Re: [XP] Custom Stat Growing System
Post by: vacancydenied on July 26, 2009, 07:44:52 pm
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


Mockups
No mockups sorry

Games its been in





Did you search?
Yes

Where did you search?


What did you search for?
Title: Re: [XP] Custom Stat Growing System
Post by: Cid on August 15, 2009, 04:58:58 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.
Title: Re: [XP] Custom Stat Growing System
Post by: Blizzard on August 15, 2009, 05:47:35 am
I'm not going to change this script anymore.
Title: Re: [XP] Custom Stat Growing System
Post by: Calintz on October 09, 2009, 09:15:27 am
BAD-ASS!! Lol.
This system kicks shit!!
Title: Re: [XP] Custom Stat Growing System
Post by: Holyrapid on November 07, 2009, 03:03:23 am
Is this comptible with BABS? And if so, does it work even with some of blizz's add on to it? And i´m thinking of using LCCS aswell, so does it work with it?
Title: Re: [XP] Custom Stat Growing System
Post by: Blizzard on November 07, 2009, 04:48:13 am
Quote from: Blizzard on January 09, 2008, 05:15:51 pm
v1.6b

  • improved coding
  • now compatible with Blizz-ABS

Title: Re: [XP] Custom Stat Growing System
Post by: Holyrapid on November 07, 2009, 05:00:42 am
Oh, i´m a blind dumb ass...
Title: Re: [XP] Custom Stat Growing System
Post by: phcs666 on February 15, 2010, 08:29:31 pm
Dude, this is the best thing ever made for RMXP, i aways hated that level up thing, this is more realistic, but, i was wondering:

It could be even more realistic if the increassed HP/SP amount were based on a defined % of the lost HP/SP, and not a fixed number... same thing for STR, DEF, INT, and AGI:

HP will incrasse based on total damage taken in the whole battle  ( of course it will be a small % of the total damage )
SP will increasse based on total SP used in the whole battle
STR will increasse based on the total damage made by atacking ( also on STR based skills )
DEF ( dex  :<_<: ) will increasse on the total damage taken wile defending
INT will increasse on total damage made by using magic atacks ( also only INT based skills... )
AGI on how many atacks and evasions made in the battle ( also if the actor is the first to atack... )

Well i am kinda asking for you to rewrite the script but, it will be cool :D, it will be even more realistic !

( im brazilian so if i wrote something wrong just dont mind it  :ninja: )
Title: Re: [XP] Custom Stat Growing System
Post by: Blizzard on February 16, 2010, 02:44:13 am
In case you didn't know, most games aren't realistic and that's what makes them fun to play.
There are already enough random factors in the script to make it seem realistic. The suggestions you gave wouldn't be much of a difference.
Title: Re: [XP] Custom Stat Growing System
Post by: Spoofus on October 26, 2010, 04:55:21 am
i was curious while looking at this last night but i was wondering if this could work with the blizz's stat distribution? so that way you would have a use for the exp
Title: Re: [XP] Custom Stat Growing System
Post by: Jragyn on March 03, 2011, 03:16:29 pm
I was going about trying to add on an extra few digits to the script, but it pops syntax error.
Am no scripter, but I don't see an issue with this based on the way the script is written:
          if actor.xstr >= STRRATE_MIN && rand(100) < STR_CHANCE
            actor.str += STRRATE
            actor.xstr = 0
            STRRATE_MIN += 8
            @status_window.level_up(i)

If you add the extra line, "STRRATE_MIN += 8", I thought it'd make it so that for the next time to increase it'd actually require more "stimulation". But again, it pops a syntax error and I don't know why :(

Also, it doesn't seem to pop anything when a stat goes up using Blizz-ABS.
In a naked project, I mean, with no other scripts.
Title: Re: [XP] Custom Stat Growing System
Post by: Blizzard on March 03, 2011, 05:34:23 pm
Variables with a capital beginning letter are constants and constants cannot be reassigned anywhere else in the script anymore. You will need to structure your script in a different way. Maybe a normal variable would be enough for the kind of script you are trying to make.
Title: Re: [XP] Custom Stat Growing System
Post by: Black Dragon on March 09, 2011, 08:22:50 pm
Thanks Blizzard You Are The Best!!!
I Have Great Memories About FF2.
Firion Max Hp Increased!
Title: Re: [XP] Custom Stat Growing System
Post by: Blizzard on March 10, 2011, 02:11:07 am
I had traumatizing memories about FF2. xD
I'm glad you like it.
Title: Re: [XP] Custom Stat Growing System
Post by: kpatable on May 08, 2011, 06:23:09 pm
Is there any way to make this compatible with VX? If there is, then I will love you so much because this kind of leveling up system is EXACTLY what I was looking for!
Title: Re: [XP] Custom Stat Growing System
Post by: Magus on August 31, 2012, 09:52:00 am
HELL YES! I DIDN'T THINK THIS EXISTED! WOO. *Ahem*  For my new game, Darkness, I wanted to throw out that annoying "leveling up." Especially since I'm giving it all in this one...but leveling up every time ruins my balancing.
Title: Re: [XP] Custom Stat Growing System
Post by: Shinx on July 25, 2013, 12:38:21 am
Can I use this with XAS ?
Title: Re: [XP] Custom Stat Growing System
Post by: WhiteRose on July 25, 2013, 08:14:34 pm
Quote from: Shinx on July 25, 2013, 12:38:21 am
Can I use this with XAS ?

Though I don't know very much about XAS, I would imagine that, being a completely custom battle system, it doesn't use a lot of the code used in the regular battle system, and thus would not be compatible with this add-on. However, depending on the complexity of XAS, it might be possible for a scripter to whip-up a compatibility patch for you. That would take someone more talented at scripting than I am, though. :)