Hello to All:
I would appreciate a script that would be invaluable to me in my RPG making endeavors.
A stat testing script, that would function as explained below...
1. Select weapon or skill
2. Select monster or actor that weapon or skill will be enacted upon.
3. List 100 (or x) runs of that combination, and the average of the totals. (and highlight peek/highest (green) and valley/lowest (red) stats?)
I think it would be more versatile if you manually put in the stats of the "Test Item", and "Test Dummy".
Ultimately any way to test weapon and skill dammage and or effects on different statistical variables such as monsters with different element effectiveness's, and actors with different items and/or armor on, in a bulk fashion, would be very good.
Should this be a separate script? Or could it be worked into the debug script etc?
Thanks to any and all for input. effort and advise.
--- Edit --- Feb 18/10 ---
I was thinking about this idea, and, could this very easily be done by modifying the battle scripts?
So that any attack or skill etc, would be calculated 100x by the computer, average the results, and then the actual damage (or whatever) that gets applied and shown on screen is the average.
Attack with a weapon, the game internally process it 100x (which I don't think would take all that horrifically long?) average it, then apply the average as the actual result on screen.
Added to that, Ive seen some scripts, (Guillaume777 MultiWep Script for example) that had options in it that say something like this "CURSED_STRING = 'cursed' # put (cursed) in item name for it to be cursed". So that if you name a weapon Sword cursed, it is only displayed in game as "sword" but the script knows to process it as a cursed item. (And i n this case, who cares if the tag still displayes in game.)
SO, a battle system script, should work for this idea. It process things 100x and then applies the avrage result, and all you would need to do to activate the testing feature, is put the word "stattest" (or whatever) in the name of the skill, or weapon, and then the script would process that wep/skill accordingly in the the combat testing (troop combat test) environment.
Yes? No?
Me VII