I've located this script that does the job, but I'm not totally sure which values to change and how to phrase the changes. The instructions are vague for my skill level...but I'll I really need to know is what to change and where. Concisely put, this is what I'm confused about.
1. Where do I tag the enemies and how do I phrase the tag(is it by their name or ID number?)
2. Where do I change actor's name to my character's name and do I phrase this change by use of their ID number or actual name.
Please help, and all the thanks in the world to the person who does!
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# Actor-dependent Enemy Stats
# Author: Kread-EX, by request of Demonfire94
# Date: 28/02/2010
# Version 1.0
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# TERMS OF USAGE
# #------------------------------------------------------------------------------------------------------------------
# # You are free to adapt this work to suit your needs.
# # You can use this work both for commercial and non-commercial work.
# # Credit is appreciated.
# #------------------------------------------------------------------------------------------------------------------
=begin
HOW TO SETUP PROPORTIONAL STATS:
Enter the following in the note section for each enemy you want to have stats
proportional to actor states.
HP=50
MP=50
ATK=50
DEF=50
SPI=50
AGI=50
Actor=1
In this example, the monster will have all stats 50% higher than those of the
first actor.
For any tag you DON'T enter, the default editor value will be applied.
Always perform a carriage return when changing tags.
Note that the percentage applies to BASE stats, and thus, don't take the
equipment into account.
You can only enter 1 actor, though.
=end
#==============================================================================
# ** Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# * Determine tags
#--------------------------------------------------------------------------
def tags
return enemy.note.split("\r\n")
end
#--------------------------------------------------------------------------
# * Get Basic Maximum HP
#--------------------------------------------------------------------------
def base_maxhp
percent = actor_id = final_value = nil
dynamic = false
tags.each {|str|
if str.include?('HP')
dynamic = true
percent = (str.gsub(/\D/,'').to_i / (str.include?('-') ? -100.0 : 100.0))
elsif str.include?('Actor')
actor_id = (str.gsub(/\D/,'')).to_i
end
}
if dynamic
final_value = $game_actors[actor_id].base_maxhp
final_value += ($game_actors[actor_id].base_maxhp * percent).round
return final_value
end
return enemy.maxhp
end
#--------------------------------------------------------------------------
# * Get Basic Maximum MP
#--------------------------------------------------------------------------
def base_maxmp
percent = actor_id = final_value = nil
dynamic = false
tags.each {|str|
if str.include?('MP')
dynamic = true
percent = (str.gsub(/\D/,'').to_i / (str.include?('-') ? -100.0 : 100.0))
elsif str.include?('Actor')
actor_id = (str.gsub(/\D/,'')).to_i
end
}
if dynamic
final_value = $game_actors[actor_id].base_maxmp
final_value += ($game_actors[actor_id].base_maxmp * percent).round
return final_value
end
return enemy.maxmp
end
#--------------------------------------------------------------------------
# * Get Basic Maximum attack
#--------------------------------------------------------------------------
def base_atk
percent = actor_id = final_value = nil
dynamic = false
tags.each {|str|
if str.include?('ATK')
dynamic = true
percent = (str.gsub(/\D/,'').to_i / (str.include?('-') ? -100.0 : 100.0))
elsif str.include?('Actor')
actor_id = (str.gsub(/\D/,'')).to_i
end
}
if dynamic
final_value = $game_actors[actor_id].base_atk
final_value += ($game_actors[actor_id].base_atk * percent).round
return final_value
end
return enemy.atk
end
#--------------------------------------------------------------------------
# * Get Basic defense
#--------------------------------------------------------------------------
def base_def
percent = actor_id = final_value = nil
dynamic = false
tags.each {|str|
if str.include?('DEF')
dynamic = true
percent = (str.gsub(/\D/,'').to_i / (str.include?('-') ? -100.0 : 100.0))
elsif str.include?('Actor')
actor_id = (str.gsub(/\D/,'')).to_i
end
}
if dynamic
final_value = $game_actors[actor_id].base_def
final_value += ($game_actors[actor_id].base_def * percent).round
return final_value
end
return enemy.def
end
#--------------------------------------------------------------------------
# * Get Basic spirit
#--------------------------------------------------------------------------
def base_spi
percent = actor_id = final_value = nil
dynamic = false
tags.each {|str|
if str.include?('SPI')
dynamic = true
percent = (str.gsub(/\D/,'').to_i / (str.include?('-') ? -100.0 : 100.0))
elsif str.include?('Actor')
actor_id = (str.gsub(/\D/,'')).to_i
end
}
if dynamic
final_value = $game_actors[actor_id].base_spi
final_value += ($game_actors[actor_id].base_spi * percent).round
return final_value
end
return enemy.spi
end
#--------------------------------------------------------------------------
# * Get Basic agility
#--------------------------------------------------------------------------
def base_agi
percent = actor_id = final_value = nil
dynamic = false
tags.each {|str|
if str.include?('AGI')
dynamic = true
percent = (str.gsub(/\D/,'').to_i / (str.include?('-') ? -100.0 : 100.0))
elsif str.include?('Actor')
actor_id = (str.gsub(/\D/,'')).to_i
end
}
if dynamic
final_value = $game_actors[actor_id].base_agi
final_value += ($game_actors[actor_id].base_agi * percent).round
return final_value
end
return enemy.agi
end
#--------------------------------------------------------------------------
end