Elements and state’s distribution

As the name suggests these scripts will let you distribute elemental resistance/attack values and status effect resistance / attack values by using either level up points or affinity points.

you can customize the scripts to modify up to 8 elements per option and with upto 32 element options (if showing elemental row 2) and 32 state options) thats a whole lotta customization .

these scripts require

Dekita – Perfect Stat Point Distribution System (v1.4+)

Dekita – Perfect Status Screen (v1.2+)

THE SCRIPTS

Elemental Distribution  <-

Status Distribution  <-

NOTE: Screenshots may be outdated

 

 

Advertisements

26 responses

  1. amerk

    Nice, finally a way to increase/decrease resistance. You should consider doing an add-on for equipment with elemental attributes. So if I’m fire resistant, and I add on a suit of armor that protects me from water attacks, then my water resistance, and my fire resistance goes down.

    August 22, 2012 at 18:11

  2. do you mean:
    you input points into an elements lets say fire for this example, then you equip a water resistant chest piece, and it increases water resistance and decreases fire resistance ?

    August 23, 2012 at 12:20

  3. I have found other statistical distribution systems that do the job similer to this, but I’ve yet to see elemental/state modifications. You should consider making these various systems stand-alone and not require eachother.

    August 24, 2012 at 19:55

    • yea im going to try make them run seperatly, but as i not long finished them and the time they took id rather not look at them again for a week or so lol. but yea its on my to-do list 🙂

      August 25, 2012 at 14:54

  4. amerk

    Sorry for the late reply. Anyways, that’s pretty much head on:

    Every element has a weakness, so essentially whenever you increase the resistance of one element by adding equipment, the weakness for the opposite element would also be increased by the same amount of points.

    So if you add a shield that increases your fire resistance by 25%, then your weakness to water would also increase by 25%.

    Example: The damage you receive from Fire and Water based attacks is at 100%. If I were to add a shield that would make fire damage lowered to 75%, then water-based attacks would potentially do 125% in damage. Once I remove the fire based shield, damage received from fire and water would go back to 100% for each.

    I’m not sure if this could be easily designed as an add-on or separate script to what you have, but I imagine something like that could be a very useful script to a lot of developers.

    September 18, 2012 at 18:15

    • i agree with how usefull it could be, however i am going to “re-write” both elements and states scripts, for efficiency and such, i was thinking of removing about HALF of the options that are there atm, i feel that the sheer size of options may discourage people from acctually trying the script out. anyway back to your question. ill add it to my to-do list ^_^

      September 19, 2012 at 14:48

  5. amerk

    Sweet. Are you replacing the current script, or just doing a sort of simple version and letting people decide which they like?

    September 20, 2012 at 02:06

    • i was going to just completely replace the current script, basically re-write the whole thing from scratch, im not sure yet though, its such a large script it could be a waste of time to rewrite it, may be faster just optimizing the current one and reducing the options from
      4 def ele mod + 4 atk ele mod per option to maybe 2 of each … not sure yet though

      September 20, 2012 at 15:11

  6. I can’t get this screen to pop up at all. The stat distribution does, but I can’t get this to pop up. All the scripts I put so far are just yours: Stat Dis. 1.9, Status screen 1.4, and Element Control 1.0. Help, please?
    USE_ATTRIBUTE_POINTS is set to true and Scripts are put in that order above, from top to bottom.

    October 14, 2012 at 23:34

    • This screen doesnt “pop up” you have to manually enter it from the status screen or by using the script call to open the scene in an event

      im also going to do an update to this script quite soon…

      October 15, 2012 at 14:26

  7. Can’t seem to work out how to gain affinity points on level up, can you please help me out as i am finding this script very useful and would really like to get into the nitty gritty of it

    November 2, 2012 at 15:56

  8. i could, but there really is not point im afraid, im going to re-write it once i finish updating the oth
    er scripts, which im almost done, and im going to make it standalone, e.g seperate from the stat point distribution system, and willl be much prettier and such ^_^

    November 2, 2012 at 16:02

  9. Sorry was that a reply to me

    November 2, 2012 at 17:28

    • lol yep ^_^ dont worry, if u like this script it will be re-written quite soon, ive just been mega busy with real life or i wouldve done it already 😀

      November 3, 2012 at 14:47

  10. So I’m trying to use this script, and I’m having a couple or so problems, but I was going to just not say anything since you said you’ll be changing it soon. But, I just have a sort of request and was wondering if you’d be willing to do this? I really don’t like asking, but I feel that it might cause me problems if I don’t make it known that this is something I want, and you’ve shown that you’re pretty willing to listen to ideas.

    Firstly, I don’t want to use anything in regards to states, and in fact really don’t want to show the players any of them by name. This is due to the fact that I intend on using states through Victor’s script for the passive states, to give my players passive skills. While there are plenty of states doing the normal state business, I also don’t want my players having control of them in this fashion. (The elements, however, would be perfect since most characters have multiple elemental moves, as well as weaknesses/resistances)

    Also, I want two rows for the elements since I have about fourteen elements. owo I couldn’t figure out how to get a second row to show up for elements in the status screen, and I think that the element script is incompatible with the latest versions of your other scripts. lol That or the error it’s throwing me is due to an edit I don’t recall making.

    Anyways, sorry for the long winded comment. Thanks again for all the tremendously helpful scripts~

    January 21, 2013 at 18:24

    • Oh well I feel a little dumb.
      Maybe I should actually check on your blog in general more often instead of checking on scripts I want to use only. XD
      Sorry, I hadn’t noticed that this script wasn’t supported any more. I suppose you can just ignore me and I’ll never use this script, but I had looked forward to giving my players control over how my elementalist character fights.

      January 21, 2013 at 20:45

  11. yea these scripts are incompatible with my other scripts, that why i decided to not support them any more, i *may* re-write them at some point, but as of now i dont really have any reason to :p sorry about that 😦

    January 22, 2013 at 12:30

    • That’s alright, don’t feel obligated.
      But, if this is the case then I have a question. How can I take the last two pages (With the elements/states and attack elements/states) completely off so the player doesn’t go to these two blank pages? I managed to remove the individual objects but I can’t seem to remove the pages without causing errors. Because the Attack page obviously doesn’t do anything any more, and there’s no real need for me to show the elemental resistances if I don’t have to.

      January 26, 2013 at 19:44

      • do you mean remove them from the status screen ?

        January 28, 2013 at 14:19

  12. This is considered “old and unsupported”?
    A shame, this is such an interesting idea 😦

    February 8, 2013 at 17:03

  13. Yeah I mean to remove them from the status screen. Sorry for late reply, I’m bad at remembering to check on things. >.<
    But yeah, just take the elements/state resistance and also attack elements/states screens right off of the status screen.

    February 13, 2013 at 22:23

  14. go to the status screen and find

    COMMANDS =[
    [:pagefour, “IIII”],
    [:pageone, “I”],
    [:pagetwo, “II”],
    [:pagethree, “III”],
    in the customisation

    put a # at the start of lines you dont want, it would look like this…

    COMMANDS =[
    [:pagefour, “IIII”],
    [:pageone, “I”],
    # [:pagetwo, “II”],
    # [:pagethree, “III”],

    February 14, 2013 at 14:38

    • SimplestChaos

      …Wow. It’s always those simple sort of things that I always overcomplicate and misunderstand. Doh.
      Thank you so much~ that certainly did the trick. Still loving your scripts btw, they’re becoming more and more important as I find more ways to implement those four stats you provide, as well as the ATL/DFL. :3

      February 15, 2013 at 07:27

  15. yea the attack and defence level is a must have for real rpg games i think, it provides a great way to balance / unbalance certain fights too 🙂

    February 16, 2013 at 15:16

  16. Tidus

    hey 😀 i got an arror like this:
    Script “perfect stats” line 1753 occurred
    uninitialized constant DPB::PSPDS::USE_ATTRIBUTE_POINTS
    what shall i do? 😀

    May 10, 2013 at 13:10

    • these scripts are no longer supported.
      They wont work 🙂
      Sorry

      May 11, 2013 at 14:04

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s