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
NOTE: Screenshots may be outdated
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.
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 ?
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.
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 🙂
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.
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 ^_^
Sweet. Are you replacing the current script, or just doing a sort of simple version and letting people decide which they like?
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
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.
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…
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
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 ^_^
Sorry was that a reply to me
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 😀
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~
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.
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 😦
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.
do you mean remove them from the status screen ?
This is considered “old and unsupported”?
A shame, this is such an interesting idea 😦
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.
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”],
…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
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 🙂
hey 😀 i got an arror like this:
Script “perfect stats” line 1753 occurred
uninitialized constant DPB::PSPDS::USE_ATTRIBUTE_POINTS
what shall i do? 😀
these scripts are no longer supported.
They wont work 🙂
Sorry