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Pokemon Statistics System

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Level 82
Pokemon Statistic System

By Jet

Summary


This script is the Pokemon Statistics System that will mimic the Pokemon Stat calculations. This means IVs, EVs, Base Stats, Natures and Level will all be taken into account when calculating attack, defence, spirit, and agility. Agility is considered the equivalent of speed, and Spirit is both Special Attack and Special Defence combined. Spirit being both, I now some of you are thinking “But some natures lower one and higher the other! BAHHHHH!” Well, I did not do anything about that =(
Anyways, enjoy the script, and credit if used.

Features

Spoiler for:
Mimics the Pokemon stat calculations
Adds natures to players
Items give raise EV of characters
Enemies also give EV
And more…

Script

Spoiler for:
Code: [Select]
#===============================================================================
# Pokemon Statistics System
# By Jet10985
#===============================================================================
# This script is not open for distribution to other sites without permission
# from me, Jet10985. Please credit me if you use this script.
#===============================================================================
# This script will change the way all stats other then mp and hp are calculated.
# It will mimic the Pokemon stat calculating system, and assign each party
# member will have a random nature and stat IV.
# This script has: 1 customization options.
#===============================================================================

=begin
This script is compatable with the stat changes brought on by my Hunger/Thirst
script and my time system. Just place this script below both of them, and toggle
the compatability option in the time system script for hunger/thirst and/or
alignment
--------------------------------------------------------------------------------
To start, this is the formula for stats:

nature * [[stat_iv + (2 * base_stat) + (stat_ev / 4)] * [level / 100] + 5]

for hp:
 
[[stat_iv + (2 * base_stat) + (stat_ev / 4)] * [level / 100] + 10 + level]

nature = nature difference of the stat

stat_iv = a random number from 0-31 generated the first time the stat is checked

base_stat = the stat generate by the databse. The one that you set.
For the base stat, i recommend setting it a singular number from level 1-99
If they should have a high number in that stat, try something like 23 all the
way through. If a low number, try 13 or so.

stat_ev = a statistic increased when the player beats specific enemies or uses
certain items.

level = the character's leve, obviously.
--------------------------------------------------------------------------------
How to have enemies give EV:

In the enemy's notebox, add one or more of these tags to it's notebox:

<atk ev ##>
<def ev ##>
<agi ev ##>
<spi ev ##>
<hp ev ##>

where ## is obviously a number.
--------------------------------------------------------------------------------
How to make items increase ev stats:

Follow the above instructions of how the give enmies EV, it is the same.
--------------------------------------------------------------------------------
The below configuration:

Below is the set up for player's natures.
When a stat is mentioned, it means the it will be multiplied by the number input

The format to set them is as follows;

id => ["name", atk, def, spi, agi]

If you plan to add more, you must make sure to have a comma after the finishing
bracket (the ] part)
=end


module JetPokemonStatSystem
 
  NATURES = {
 
  0 => ["Hardy", 1, 1, 1, 1], # id => ["name", atk, def, spi, agi]
  1 => ["Lonely", 1.1, 0.9, 1, 1], # id => ["name", atk, def, spi, agi]
  2 => ["Brave", 1.1, 1, 1, 0.9], # id => ["name", atk, def, spi, agi]
  3 => ["Adamant", 1.1, 1, 0.9, 1],
  4 => ["Naughty", 1.1, 1, 0.9, 1],
  5 => ["Bold", 0.9, 1.1, 1, 1],
  6 => ["Docile", 1, 1, 1, 1],
  7 => ["Relaxed", 1, 1.1, 1, 0.9],
  8 => ["Impish", 1, 1.1, 0.9, 1],
  9 => ["Lax", 1, 1.1, 0.9, 1],
  10 => ["Timid", 0.9, 1, 1, 1.1],
  11 => ["Hasty", 1, 0.9, 1, 1.1],
  12 => ["Serious", 1, 1, 1 ,1],
  13 => ["Jolly", 1, 1, 0.9, 1.1],
  14 => ["Naive", 1, 1, 0.9, 1.1],
  15 => ["Modest", 0.9, 1, 1.1, 1],
  16 => ["Mild", 1, 0.9, 1.1, 1],
  17 => ["Quiet", 1, 1, 1.1, 0.9],
  18 => ["Bashful", 1, 1, 1, 1],
  19 => ["Rash", 1, 1, (0.9 || 1.1), 1],
  20 => ["Calm", 0.9, 1, 1.1, 1],
  21 => ["Gentle", 1, 0.9, 1.1, 1],
  22 => ["Sassy", 1, 1, 1.1, 0.9],
  23 => ["Careful", 1, 1, (0.9 || 1.1), 1],
  24 => ["Quirky", 1, 1, 1, 1]
 
  }
 
  # This is the maximum amount of EV points the player can have all together.
  # This is ALL of the EV from all the stats put together.
  MAX_EV = 510
 
  # This is the individual amount of EV any 1 stat can have.
  INDIVIDUAL_MAX_EV = 255
 
end

#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Game_Actor
 
  include JetPokemonStatSystem
 
  attr_accessor :hpiv, :hpev, :atkiv, :defiv, :spiiv, :agiiv, :nature, :atkev, :defev, :spiev, :agiev
 
  alias jet8902_initialize initialize unless $@
  def initialize(*args)
    @hpiv = nil
    @atkiv = nil
    @defiv = nil
    @spiiv = nil
    @agiiv = nil
    @nature = rand(NATURES.keys.size - 1)
    @hpev = 0
    @atkev = 0
    @defev = 0
    @spiev = 0
    @agiev = 0
    jet8902_initialize(*args)
  end
end

class Game_Battler
 
  include JetPokemonStatSystem
 
  def total_ev
    return (self.atkev + self.defev + self.agiev + self.spiev + self.hpev)
  end
 
  alias jet8913_item_effective? item_effective? unless $@
  def item_effective?(user, item)
    return false if user.total_ev == MAX_EV || user.total_ev + item.atk_ev > MAX_EV || user.total_ev + item.def_ev > MAX_EV || user.total_ev + item.agi_ev > MAX_EV || user.total_ev + item.spi_ev > MAX_EV || user.total_ev + item.hp_ev > MAX_EV
    return true if item.atk_ev > 0 || item.def_ev > 0 || item.agi_ev > 0 || item.spi_ev > 0
    jet8913_item_effective?
  end
   
  alias jet8123_item_effect item_effect unless $@
  def item_effect(user, item)
    if user.total_ev != MAX_EV && user.atkev + item.atk_ev <= MAX_EV && user.defev + item.def_ev <= MAX_EV && user.agiev + item.agi_ev <= MAX_EV && user.spiev + item.spi_ev <= MAX_EV && user.hpev + item.hp_ev <= MAX_EV
      user.atkev += item.atk_ev unless user.total_ev + item.atk_ev > MAX_EV || user.atkev + item.atk_ev > INDIVIDUAL_MAX_EV
      user.hpev += item.hp_ev unless user.total_ev + item.hp_ev > MAX_EV || user.hpev + item.hp_ev > INDIVIDUAL_MAX_EV
      user.defev += item.def_ev unless user.total_ev + item.def_ev > MAX_EV || user.defev + item.def_ev > INDIVIDUAL_MAX_EV
      user.agiev += item.agi_ev unless user.total_ev + item.agi_ev > MAX_EV || user.agiev + item.agi_ev > INDIVIDUAL_MAX_EV
      user.spiev += item.spi_ev unless user.total_ev + item.spi_ev > MAX_EV || user.spiev + item.spi_ev > INDIVIDUAL_MAX_EV
    elsif item.atk_ev > 0 && user.total_ev < MAX_EV
      user.atkev += MAX_EV - user.total_ev
    elsif item.def_ev > 0 && user.total_ev < MAX_EV
      user.defev += MAX_EV - user.total_ev
    elsif item.agi_ev > 0 && user.total_ev < MAX_EV
      user.agiev += MAX_EV - user.total_ev
    elsif item.spi_ev > 0 && user.total_ev < MAX_EV
      user.spiev += MAX_EV - user.total_ev
    elsif item.hp_ev > 0 && user.total_ev < MAX_EV
      user.spiev += MAX_EV - user.total_ev
    end
    jet8123_item_effect(user, item)
  end
 
  alias jet8921_maxhp maxhp unless $@
  def maxhp
    if self.is_a?(Game_Actor)
      if self.hpiv.nil?
        self.hpiv = rand(31)
      end
      n = self.hpiv + (2 * base_maxhp) + (self.hpev / 4) * (self.level / 100) + 10 + self.level
      return n.round
    else
      jet8921_maxhp
    end
  end
   
  alias jet0129_atk atk unless $@
  def atk
    if self.is_a?(Game_Actor)
      if self.atkiv.nil?
        self.atkiv = rand(31)
      end
      part1 =  self.atkiv + (2 * base_atk) + (self.atkev / 4)
      part2 = NATURES[self.nature][1]
      part3 = self.level / 100 + 5
      n = (part2 * part1 * part3)
      unless $game_time.nil?
        if Jet_DayNight::ALIGNMENT_SYSTEM_COMPATABILITY
          if AlignmentOptions::WHOLE_PARTY_ALIGNMENT
            if $game_system.alignment < 0 && $light_switch
              n *= Jet_DayNight::BAD_BONUSES[0]
            elsif $game_system.alignment > 0 && !$light_switch
              n *= Jet_DayNight::GOOD_BONUSES[0]
            end
          else
            if self.alignment < 0 && $light_switch
              n *= Jet_DayNight::BAD_BONUSES[0]
            elsif self.alignment > 0 && !$light_switch
              n *= Jet_DayNight::GOOD_BONUSES[0]
            end
          end
        end
        if Jet_DayNight::HUNGER_THIRST_EFFECT_STATS_COMPATABILITY
          if self.hunger >= HungerThirst::LOWER_STATS_HUNGER
            n *= HungerThirst::HUNGER_LOWERED_STATS[0]
          end
          if self.thirst >= LOWER_STATS_THIRST
            n *= HungerThirst::THIRST_LOWERED_STATS[0]
          end
        end
      end
      return n.round
    else
      jet0129_atk
    end
  end
 
  alias jet0912_def def unless $@
  def def
    if self.is_a?(Game_Actor)
      if self.defiv.nil?
        self.defiv = rand(31)
      end
      part1 =  self.defiv + (2 * base_def) + (self.defev / 4)
      part2 = NATURES[self.nature][2]
      part3 = self.level / 100 + 5
      n = (part2 * part1 * part3)
      unless $game_time.nil?
        if Jet_DayNight::ALIGNMENT_SYSTEM_COMPATABILITY
          if AlignmentOptions::WHOLE_PARTY_ALIGNMENT
            if $game_system.alignment < 0 && $light_switch
              n *= Jet_DayNight::BAD_BONUSES[1]
            elsif $game_system.alignment > 0 && !$light_switch
              n *= Jet_DayNight::GOOD_BONUSES[1]
            end
          else
            if self.alignment < 0 && $light_switch
              n *= Jet_DayNight::BAD_BONUSES[1]
            elsif self.alignment > 0 && !$light_switch
              n *= Jet_DayNight::GOOD_BONUSES[1]
            end
          end
        end
        if Jet_DayNight::HUNGER_THIRST_EFFECT_STATS_COMPATABILITY
          if self.hunger >= HungerThirst::LOWER_STATS_HUNGER
            n *= HungerThirst::HUNGER_LOWERED_STATS[1]
          end
          if self.thirst >= LOWER_STATS_THIRST
            n *= HungerThirst::THIRST_LOWERED_STATS[1]
          end
        end
      end
      return n.round
    else
      jet0912_def
    end
  end
 
  alias jet0913_spi spi unless $@
  def spi
    if self.is_a?(Game_Actor)
      if self.spiiv.nil?
        self.spiiv = rand(31)
      end
      part1 =  self.spiiv + (2 * base_spi) + (self.spiev / 4)
      part2 = NATURES[self.nature][3]
      part3 = self.level / 100 + 5
      n = (part2 * part1 * part3)
      unless $game_time.nil?
        if Jet_DayNight::ALIGNMENT_SYSTEM_COMPATABILITY
          if AlignmentOptions::WHOLE_PARTY_ALIGNMENT
            if $game_system.alignment < 0 && $light_switch
              n *= Jet_DayNight::BAD_BONUSES[2]
            elsif $game_system.alignment > 0 && !$light_switch
              n *= Jet_DayNight::GOOD_BONUSES[2]
            end
          else
            if self.alignment < 0 && $light_switch
              n *= Jet_DayNight::BAD_BONUSES[2]
            elsif self.alignment > 0 && !$light_switch
              n *= Jet_DayNight::GOOD_BONUSES[2]
            end
          end
        end
        if Jet_DayNight::HUNGER_THIRST_EFFECT_STATS_COMPATABILITY
          if self.hunger >= HungerThirst::LOWER_STATS_HUNGER
            n *= HungerThirst::HUNGER_LOWERED_STATS[2]
          end
          if self.thirst >= LOWER_STATS_THIRST
            n *= HungerThirst::THIRST_LOWERED_STATS[2]
          end
        end
      end
      return n.round   
    else
      jet0913_spi
    end
  end
 
  alias jet0914_agi agi unless $@
  def agi
    if self.is_a?(Game_Actor)
      if self.agiiv.nil?
        self.agiiv = rand(31)
      end
      part1 =  self.agiiv + (2 * base_agi) + (self.agiev / 4)
      part2 = NATURES[self.nature][1]
      part3 = self.level / 100 + 5
      n = (part2 * part1 * part3)
      unless $game_time.nil?
        if Jet_DayNight::ALIGNMENT_SYSTEM_COMPATABILITY
          if AlignmentOptions::WHOLE_PARTY_ALIGNMENT
            if $game_system.alignment < 0 && $light_switch
              n *= Jet_DayNight::BAD_BONUSES[3]
            elsif $game_system.alignment > 0 && !$light_switch
              n *= Jet_DayNight::GOOD_BONUSES[3]
            end
          else
            if self.alignment < 0 && $light_switch
              n *= Jet_DayNight::BAD_BONUSES[3]
            elsif self.alignment > 0 && !$light_switch
              n *= Jet_DayNight::GOOD_BONUSES[3]
            end
          end
        end
        if Jet_DayNight::HUNGER_THIRST_EFFECT_STATS_COMPATABILITY
          if self.hunger >= HungerThirst::LOWER_STATS_HUNGER
            n *= HungerThirst::HUNGER_LOWERED_STATS[3]
          end
          if self.thirst >= LOWER_STATS_THIRST
            n *= HungerThirst::THIRST_LOWERED_STATS[3]
          end
        end
      end
      return n.round   
    else
      jet0914_agi
    end
  end
end

module Jet
 
    def self.check_tag_number(obj, tag)
    obj.note.split(/[\r\n]+/).each { |notetag|
    case notetag
    when tag
      @result = $1.to_i
    end }
    return @result
  end
end

module RPG
  class Enemy
   
    def hp_ev
      if @hpev.nil?
        txt = Jet.check_tag_number(self, /<(?:hp ev)[ ]*(\d+)>/i)
        @hpev = txt.nil? ? 0 : txt.to_i
      end
      return @hpev
    end
   
    def atk_ev
      if @atkev.nil?
        txt = Jet.check_tag_number(self, /<(?:atk ev)[ ]*(\d+)>/i)
        @atkev = txt.nil? ? 0 : txt.to_i
      end
      return @atkev
    end
   
    def def_ev
      if @defev.nil?
        txt = Jet.check_tag_number(self, /<(?:def ev)[ ]*(\d+)>/i)
        @defev = txt.nil? ? 0 : txt.to_i
      end
      return @defev
    end
   
    def agi_ev
      if @agiev.nil?
        txt = Jet.check_tag_number(self, /<(?:agi ev)[ ]*(\d+)>/i)
        @agiev = txt.nil? ? 0 : txt.to_i
      end
      return @agiev
    end
   
    def spi_ev
      if @spiev.nil?
        txt = Jet.check_tag_number(self, /<(?:spi ev)[ ]*(\d+)>/i)
        @spiev = txt.nil? ? 0 : txt.to_i
      end
      return @spiev
    end
  end
 
  class Item
   
    def hp_ev
      if @hpev.nil?
        txt = Jet.check_tag_number(self, /<(?:hp ev)[ ]*(\d+)>/i)
        @hpev = txt.nil? ? 0 : txt.to_i
      end
      return @hpev
    end
   
    def atk_ev
      if @atkev.nil?
        txt = Jet.check_tag_number(self, /<(?:atk ev)[ ]*(\d+)>/i)
        @atkev = txt.nil? ? 0 : txt.to_i
      end
      return @atkev
    end
   
    def def_ev
      if @defev.nil?
        txt = Jet.check_tag_number(self, /<(?:def ev)[ ]*(\d+)>/i)
        @defev = txt.nil? ? 0 : txt.to_i
      end
      return @defev
    end
   
    def agi_ev
      if @agiev.nil?
        txt = Jet.check_tag_number(self, /<(?:agi ev)[ ]*(\d+)>/i)
        @agiev = txt.nil? ? 0 : txt.to_i
      end
      return @agiev
    end
   
    def spi_ev
      if @spiev.nil?
        txt = Jet.check_tag_number(self, /<(?:spi ev)[ ]*(\d+)>/i)
        @spiev = txt.nil? ? 0 : txt.to_i
      end
      return @spiev
    end
  end
end

class Game_Troop
 
  def hp_ev_total
    hp_ev = 0
    for enemy in dead_members
      hp_ev += enemy.enemy.hp_ev unless enemy.hidden
    end
    return hp_ev
  end
 
  def atk_ev_total
    atk_ev = 0
    for enemy in dead_members
      atk_ev += enemy.enemy.atk_ev unless enemy.hidden
    end
    return atk_ev
  end
 
  def def_ev_total
    def_ev = 0
    for enemy in dead_members
      def_ev += enemy.enemy.def_ev unless enemy.hidden
    end
    return def_ev
  end
 
  def agi_ev_total
    agi_ev = 0
    for enemy in dead_members
      agi_ev += enemy.enemy.agi_ev unless enemy.hidden
    end
    return agi_ev
  end
 
  def spi_ev_total
    spi_ev = 0
    for enemy in dead_members
      spi_ev += enemy.enemy.spi_ev unless enemy.hidden
    end
    return spi_ev
  end
end

class Scene_Battle
 
  include JetPokemonStatSystem
 
  alias jet2890_process_victory process_victory unless $@
  def process_victory
    for actor in $game_party.existing_members
      if actor.atkev + $game_troop.atk_ev_total > MAX_EV && actor.atkev < INDIVIDUAL_MAX_EV && actor.total_ev != MAX_EV
        actor.atkev = MAX_EV - actor.total_ev
      elsif actor.atkev + $game_troop.atk_ev_total > INDIVIDUAL_MAX_EV && actor.total_ev + $game_troop.atk_ev_total <= MAX_EV
        actor.atkev = INDIVIDUAL_MAX_EV
      elsif actor.atkev + $game_troop.atk_ev_total <= INDIVIDUAL_MAX_EV && actor.total_ev + $game_troop.atk_ev_total <= MAX_EV
        actor.atkev += $game_troop.atk_ev_total
      end
      if actor.defev + $game_troop.def_ev_total > MAX_EV && actor.defev < INDIVIDUAL_MAX_EV && actor.total_ev != MAX_EV
        actor.defev = MAX_EV - actor.total_ev
      elsif actor.defev + $game_troop.def_ev_total > INDIVIDUAL_MAX_EV && actor.total_ev + $game_troop.def_ev_total <= MAX_EV
        actor.defev = INDIVIDUAL_MAX_EV
      elsif actor.defev + $game_troop.def_ev_total <= INDIVIDUAL_MAX_EV && actor.total_ev + $game_troop.def_ev_total <= MAX_EV
        actor.defev += $game_troop.def_ev_total
      end
      if actor.agiev + $game_troop.agi_ev_total > MAX_EV && actor.agiev < INDIVIDUAL_MAX_EV && actor.total_ev != MAX_EV
        actor.agiev = MAX_EV - actor.total_ev
      elsif actor.agiev + $game_troop.agi_ev_total > INDIVIDUAL_MAX_EV && actor.total_ev + $game_troop.agi_ev_total <= MAX_EV
        actor.agiev = INDIVIDUAL_MAX_EV
      elsif actor.agiev + $game_troop.agi_ev_total <= INDIVIDUAL_MAX_EV && actor.total_ev + $game_troop.agi_ev_total <= MAX_EV
        actor.agiev += $game_troop.agi_ev_total
      end
      if actor.spiev + $game_troop.spi_ev_total > MAX_EV && actor.spiev < INDIVIDUAL_MAX_EV && actor.total_ev != MAX_EV
        actor.spiev = MAX_EV - actor.total_ev
      elsif actor.spiev + $game_troop.spi_ev_total > INDIVIDUAL_MAX_EV && actor.total_ev + $game_troop.spi_ev_total <= MAX_EV
        actor.spiev = INDIVIDUAL_MAX_EV
      elsif actor.spiev + $game_troop.spi_ev_total <= INDIVIDUAL_MAX_EV && actor.total_ev + $game_troop.spi_ev_total <= MAX_EV
        actor.spiev += $game_troop.spi_ev_total
      end
      if actor.hpev + $game_troop.hp_ev_total > MAX_EV && actor.hpev < INDIVIDUAL_MAX_EV && actor.total_ev != MAX_EV
        actor.hpev = MAX_EV - actor.total_ev
      elsif actor.hpev + $game_troop.hp_ev_total > INDIVIDUAL_MAX_EV && actor.total_ev + $game_troop.hp_ev_total <= MAX_EV
        actor.hpev = INDIVIDUAL_MAX_EV
      elsif actor.hpev + $game_troop.hp_ev_total <= INDIVIDUAL_MAX_EV && actor.total_ev + $game_troop.hp_ev_total <= MAX_EV
        actor.hpev += $game_troop.hp_ev_total
      end
    end
    jet2890_process_victory
  end
end

unless $engine_scripts.nil?
  JetEngine.active("Pokemon Statistics System", 1.5)
end


Credit

Jet



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Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
A lot of people will probably get a lot of use out of this script. Good job jet!

***
Rep:
Level 74
I'm baaack!
Hey Jet! I think this is an awesome script, but, I realized this is only the personality aspect of pokemon games... I was hoping this was for the element too...

If at all possible can you make a version of this script So each element ID has good and bad elements? Something like this:
#Element ID   1  2  3  4   5  6  7  8  9 10 11 12 13 14 15 16
          1 =>  [C, D, F, B, A, C, C, A, B, F, C, C, F,  B, A,  D],

And so on?

BTW as I was adding the last few numbers above the letters(did that last) I noticed the last 3 letter were B, A, and D which spells bad... hopefully it will not be...