I was writing scripts before using events, which may seem counter intuitive, but my first game didn't have the attributes I wanted so I tried adding them. Ironically, that's the part that made me dislike scripting, because everything was already compressed and essentially concealed within the code. While I would find several instances of an attribute like Strength or Intelligence, figuring out the flow of attributes in the game wasn't easy. I had to add the new attributes to the Status screen, so I figured out the coordinate system for that too.
At the time I couldn't figure out a way to change the attributes directly via character name or class, so I piggybacked a hybrid using level and stats, figuring the guys with high physical attributes would also have high stamina (sort of).
here was version 1
def base_sta
n = 49 + level + Integer(base_str/2)
version 2
n = 4 + level + Integer(base_str/2)
and version 3
n = 4 + Integer(level/3) + Integer(base_str/3) + Integer(base_agi/3)
in game actor I tossed something like
This:
n = [[base_maxhp + @maxhp_plus + sta, 1].max, 9999].min
So Stamina would modify Hit points.
All together it ended up being several pages of script (as I don't want to bore you with my lame code). And this was done before I even knew what an event switch was, or understood variables weren't for dealing damage in units of x(1-50). I had a lot of misconceptions about events but making heads or tales out of the script was becoming troublesome. I asked a forum about Ruby on Rails and Ruby and what it had to do with RPGmaker and they basically said 'proprietary' and told me to not waste my time with the original code. I got so frustrated with the limits of the MAIN menu that I ended up downloading a hex editor and tried manually adding my extra attribute using hexadecimal. Also tried it with a Ruby editor but it kept crashing. The hex edited file caused RPGmaker to crash so I abandoned that and used a backup.
My current quest is as lost as my first quest - to figure out how to change which map an event is located on, to create droppable items and mobiles - kind of like the ones I used to use in diku, aber, circle, and other telnet programs. Someone showed me how to clone events into other maps, but the clones don't delete the original, making my maps look like something from Trouble with Tribbles.
I could read all the ruby guides in the world but unless I know what the RPGmaker programmer was thinking when assigning those variables, and attribute accessors, It's just a shot in the dark. I sometimes wonder if there were instruction manuals somewhere read by people when it came out and now the rest of us have to scour the earth for these gurus in hopes of finding out what it all means.