Game Battler 1
80s
#--------------------------------------------------------------------------
# NEW Attribute added by J States sections need to be modified later
# * Get Stamina (STA)
#--------------------------------------------------------------------------
def sta
n = [[base_sta + @sta_plus, 1].max, 999].min
for i in @states
n *= 100 / 100.0
end
n = [[Integer(n), 1].max, 999].min
return n
end
150-160s
#--------------------------------------------------------------------------
# NEW Attribute - Added by J
# * Set Stamina (STA)
# sta : new Stamina (STA)
#--------------------------------------------------------------------------
def sta=(sta)
@sta_plus += sta - self.sta
@sta_plus = [[@sta_plus, -999].max, 999].min
end
Game Battler 3
290
when 7 # Stamina
@sta_plus += item.parameter_points
Game Actor
39
@sta_plus = 0 # Stamina added – may not work
178
n = [[base_maxhp + @maxhp_plus + sta, 1].max, 9999].min
214
#--------------------------------------------------------------------------
# * Get Basic Stamina - Added by J
#--------------------------------------------------------------------------
def base_sta
n = 49 + level + Integer(base_str/2)
end
292
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5 + sta
Window Base
300
when 7
parameter_name = "STA"
parameter_value = actor.sta
Window Status
#--------------------------------------------------------------------------
# * Refresh: Edited to Contain Stamina on lines 37-50 - J
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 320, 3)
draw_actor_parameter(@actor, 96, 352, 4)
draw_actor_parameter(@actor, 96, 384, 5)
draw_actor_parameter(@actor, 96, 416, 6)
draw_actor_parameter(@actor, 96, 288, 7)
self.contents.font.color = system_color
self.contents.draw_text(320, 48, 80, 32, "EXP")
self.contents.draw_text(320, 80, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "equipment")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 320)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 368)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 416)
end
Interpreter 4
71
when 14 # stamina
value = actor.sta
103
when 12 # stamina
value = enemy.sta
Interpreter 6
232
when 6 # stamina
actor.sta += value
Monk Unarmed Damage (someone else's idea, here for completion):
Game Battler 3
51-55
#--------------------------------------------------------------------------
# * Adding Monk Damage with atk --> (atk + 1) -by J
# will need to add monk level to attacker.str when located
#--------------------------------------------------------------------------
self.damage = (atk + 1) * (20 + attacker.str) / 20