$D13x Statistic Control

#===============================================================================
# ☆ Introduction
#——————————————————————————-
# This Script ‘fixes’ actor statistics, ie. params / xparams / sparams
# and allows the stats to be increased/decreased by a steady value rather
# than a percentage of the current value as it offers more control and
# flexibility, also I prefer it this way.
# It also adds min and max limits for x/s-params and gives control over these
# new limitations, as well as the standard params.
#
# You are allowed the use of some new ways to control these stats
# using actors/classes/enemies/weapons/armors/states/skills notetags
# and some script calls.
# e.g
# an actor knowing a certain skill can controls statistics (using notetags).
# you can use script calls to decrease/increase/multiply/divide x/s-params.
#
# Note :
# x/s-Params still work with percentage values, ie 0.01 is 1%, 1.0 is 100%
#
# This Script also overwrites the default level up/down method to be a little
# more flexible.
# It does the same to the learn skill and initialize skill methods.
# And also acts as a base for some other actor related scripts of mine.
#
# in short : this is a limiter / limit-breaker script with bonuses :p

LINK

Recommended to use with the $D13x Core script (not required though)

6 thoughts on “$D13x Statistic Control

  1. Cyg says:

    So what I’m getting from this is, now I can finally have moves that have “high chance of critical hit” like in pokemon, because I can have a still with a note tag [cri: 0.25] meaning that skill will have a 25 % higher chance of dealing a critical hit?

    If so, then this is amazing.

  2. Cyg says:

    Hm, never mind. It seems that the critical hit boost works for every skill. These were meant to be passive skills. That’s okay, I can still work with that.

  3. Nyne says:

    I know I’ve asked for a lot but I have one question left Dekita. Could I create a passive skill where a normal param, not an x or s param, can be increase by a percentage. For example, a passive skill that would increase Attack by 10% Or 1% For each level of the skill.

    1. Dekita-RPG says:

      I assume you mean fro the default parameter values in the database? Simply use the provided notetags to give param values instead of the database settings 🙂

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