SEA - Breath of Fire IV: Will System - Parameter Change
Version: 1
Author: Soulpour777
Date: February 8, 2014
Version History
- Version 1.0 - 2014.2.8 -finished the parameter change.
Planned Future Versions
- Version 2.0 - Will Battle Effects
Description
This script creates a parameter growth per level up for each actor who possesses a unique 'Will'. This system was first introduced to me by Breath of Fire IV. All the Wills you will see on the script are purely based on Breath of Fire IV, however, I indicated instructions on how to customize, create, and design your own Will. The Wills change the growth of your character when they level up. Aside from the natural growth you have when your character levels up, the Wills would change or add those parameters.
The Parameters You Can Change:The Wills:- Rwolf - Haste
- Stoll - Filch
- Una - Wild
- Marlok - Greed
- Njomo - Pique
- Momo - Drowse
- Abess - Reck
- Kyrik - Finale
- Lyta - Guard
- Gyosil - Ward
- Bunyan - Vision
- Kahn - Valor
Parameter Guide:
I added this for the intention that someone might be asking what DMHP, MMP, ATK, DEF, AGI, MAT and other parameters mean, what their parameter ID is, so inside the script, I included this useful section of their ids and what they do:
Will Effects:
Haste: ATK + 1 , MMP + 1
Filch: AGI + 1
Wild: DMHP + 12, ATK + 2, MAT - 1, MMP - 2, DEF + 1
Greed: DMHP + 16, MMP + 3, ATK - 1, DEF - 1, AGI - 1, MAT - 1
Pique: DMHP - 8, MMP + 1, AGI + 1
Drowse: DMHP + 8
Reck: ATK - 2, MAT + 4, MMP + 2, DEF - 2
Finale: DMHP + 25, ATK + 3, MAT - 2, MMP - 2, DEF + 2, AGI - 2
Guard: MAT + 1, MMP + 1, DEF - 1
Ward: DMHP - 8, AP + 2
Vision: DMHP + 2, MMP - 2, ATK + 2, DEF + 1, MAT - 3
Features
- Add Wills to Actors.
- Change Parameters
- Change S Parameters
- Change X Parameters
ScreenshotsAn actor without a will during level up:
When Erin acquires the Finale Will...
Instructions
Commands:add_param - for param
add_sparam - for sparam
add_xparam - for xparam
Place the Note Tags To Use The Will:RWOLF_WILL= "<Haste>"
STOLL_WILL = "<Filch>"
UNA_WILL = "<Wild>"
MARLOK_WILL = "<Greed>"
NJOMO_WILL = "<Pique>"
MOMO_WILL = "<Drowse>"
ABESS_WILL = "<Reck>"
KYRIK_WILL = "<Finale>"
LYTA_WILL = "<Guard>"
GYOSIL_WILL = "<Ward>"
BUNYAN_WILL = "<Vision>"
KAHN_WILL = "<Valor>"
Script
For the script to work, it needs:
Soul_Character_Core# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Soul Character Core
# By: SoulPour777
# Web URL: infinitytears.wordpress.com
# Date Started: February 8, 2014, 10:39PM
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Description:
# This is the core script that handles all configuration for Actor / Characters
# for the Soul Engine Ace.
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Version History:
# Version 1 - Handles the Will_System
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Instruction for Use:
# 1. Place this script on top of all other Character Related Scripts of S.E.A.
# 2. This script should be below Materials above Main.
# 3. Look for each module sections for the individual use and script
# instructions on how to use the Core Script or Adjust the values of all methods
# and scripts involved.
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# All Soul Engine Ace scripts are bound by my Terms of Use.
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Please preserve this script header.
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
$imported = {} if $imported.nil?
$imported["Soul_Character_Core"] = true
module Soul_Character_Core
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# WILL SYSTEM
# Description: This holds the variables that is used by the Will System.
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
module BattleWillEffect
VALOR_CHANCE = 1
$valor_chance = 0
VALOR_MESSAGE = "You must not surrender! The Power of Valor revives you!"
end
module Will_System
# ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
# Configure Note Tags for Each Master Will Here:
# ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
RWOLF_WILL= "<Haste>"
STOLL_WILL = "<Filch>"
UNA_WILL = "<Wild>"
MARLOK_WILL = "<Greed>"
NJOMO_WILL = "<Pique>"
MOMO_WILL = "<Drowse>"
ABESS_WILL = "<Reck>"
KYRIK_WILL = "<Finale>"
LYTA_WILL = "<Guard>"
GYOSIL_WILL = "<Ward>"
BUNYAN_WILL = "<Vision>"
KAHN_WILL = "<Valor>"
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Parameter ID and Configuration Guide
# Do not touch this section!
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Command: add_param - Add Parameter
# Command: add_sparam - Add SParameter
# Command: add_xparam - Add XParameter
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
#~ dmhp; param(0); # MHP Maximum Hit Points
DMHP = 0
#~ mmp; param(1); # MMP Maximum Magic Points
MMP = 1
#~ atk; param(2); # ATK ATtacK power
ATK = 2
#~ def; param(3); # DEF DEFense power
DEF = 3
#~ mat; param(4); # MAT Magic ATtack power
MAT = 4
#~ mdf; param(5); # MDF Magic DeFense power
MDF = 5
#~ agi; param(6); # AGI AGIlity
AGI = 6
#~ luk; param(7); # LUK LUcK
LUK = 7
#~ hit; xparam(0); # HIT HIT rate
HIT = 7
#~ eva; xparam(1); # EVA EVAsion rate
EVA = 1
#~ cri; xparam(2); # CRI CRItical rate
CRI = 2
#~ cev; xparam(3); # CEV Critical EVasion rate
CEV = 3
#~ mev; xparam(4); # MEV Magic EVasion rate
MEV = 4
#~ mrf; xparam(5); # MRF Magic ReFlection rate
MRF = 5
#~ cnt; xparam(6); # CNT CouNTer attack rate
CNT = 6
#~ hrg; xparam(7); # HRG Hp ReGeneration rate
HRG = 7
#~ mrg; xparam(8); # MRG Mp ReGeneration rate
MRG = 8
#~ trg; xparam(9); # TRG Tp ReGeneration rate
TRG = 9
#~ tgr; sparam(0); # TGR TarGet Rate
TGR = 0
#~ grd; sparam(1); # GRD GuaRD effect rate
GRD = 1
#~ rec; sparam(2); # REC RECovery effect rate
REC = 2
#~ pha; sparam(3); # PHA PHArmacology
PHA = 3
#~ mcr; sparam(4); # MCR Mp Cost Rate
MCR = 4
#~ tcr; sparam(5); # TCR Tp Charge Rate
TCR = 5
#~ pdr; sparam(6); # PDR Physical Damage Rate
PDR = 6
#~ mdr; sparam(7); # MDR Magical Damage Rate
MDR = 7
#~ fdr; sparam(8); # FDR Floor Damage Rate
FDR = 8
#~ exr; sparam(9); # EXR EXperience Rate
EXR = 9
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# ---====---===---====---===---====---===---====---===---====---===---===
# Each Variable for the Wills are handled by their first letter, first
# two letters or their holder's first name letter.
# _DEC means decrease.
# E.g. VI_MAT_DEC = 2
# ^ this is the value of the Magical Attack Decrease per Level Up Increase
# ---====---===---====---===---====---===---====---===---====---===---===
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Haste - Configuration (Rwolf - Kurok)
# Haste - Increases speed in combat
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
H_MMP = 1 # Haste MP Bonus
H_ATK = 1 # Haste Attack Nonus
H_MAT = 1 # Haste Magical Attack Bonus
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Filch - Configuration (Stoll - Hideout)
# Filch-Steal new items
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
F_AGI = 1
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Wild - Configuration (Una - Worent)
# Wild - Higher damage, but lower chance to hit
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
W_DMHP = 12
W_MMP_DEC = 2
W_ATK = 2
W_MAT_DEC = 1
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Pique - Configuration (Njomo - Ahm Fen)
# Pique - All counters are critical hits
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
P_DMHP_DEC = 8
P_MMP = 1
P_AGI = 2
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Drowse - Configuration (Momo - Wyndia)
# Drowse - ** All sleeping characters adds an MP regen state.
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
D_DMHP = 8
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Reck - Configuration (Abess - Check)
# Adjust the amount of increase you want for each parameter.
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
R_ATK_DEC = 2
R_MAT = 4
R_MMP = 2
R_DEF_DEC = 2
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Greed - Configuration (Marlok - Synesta)
# Greed - increase the amount of money after battles
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
G_DMHP = 16
G_MMP = 3
G_ATK_DEC = 1
G_MAT_DEC = 1
G_DEF_DEC = 1
G_AGI_DEC = 1
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Finale - Configuration (Kyrik - Sail)
# Finale-Finish off weakened opponent
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
K_DMHP = 25
K_ATK = 3
K_DEF = 2
K_MAT_DEC = 2
K_MMP_DEC = 2
K_AGI_DEC = 2
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Ward - Configuration (Gyosil - Lyp)
# Ward - An item may not be used up when you use it in battle
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
WARD_DMHP_DEC = 8
WARD_MMP = 2
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Guard - Configuration (Lyta - Synesta)
# Guard - Protect other characters
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
GU_MAT = 2
GU_MMP = 1
GU_DEF_DEC = 1
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Valor - Configuration (Kahn - Saldine)
# Valor - Revives Fallen Party Member
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
V_DMHP = 20
V_ATK = 3
V_MAT_DEC = 3
V_MMP_DEC = 4
V_AGI = 1
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Vision - Configuration (Bunyan - Yohm)
# Vision - To-hit chance is 100%
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
VI_DMHP_DEC = 16
VI_ATK = 3
VI_MAT = 1
VI_MMP = 3
VI_DEF = 1
VI_AGI = 1
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
end
end
SEA - Breath of Fire IV: Will System - Parameter Change#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Soul Engine Ace - Breath of Fire 4: Will System - Parameter Change
# Author: SoulPour777
# Web URL: infinitytears.wordpress.com
# Version 1
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Description: This script creates a parameter growth per level up for each
# actor who possesses a unique 'Will'. This system was first introduced to
# me by Breath of Fire IV.
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Instructions for Use:
# 1. This needs the Soul Character Core script to work.
# 2. Place this below Soul Character Core.
# 3. Look for the comments of each method how to configure the Will System.
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
$imported = {} if $imported.nil?
$imported["Will_System"] = true
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It is used within the Game_Actors class
# ($game_actors) and is also referenced from the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# Command: add_param - Add Parameter
# Command add_sparam - Add S Parameter
# Command add_xparam - Add X Parameter
# example: self.add_param (Soul_Character_Core::Will_System::V_ATK, amount)
#--------------------------------------------------------------------------
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Alias Listings
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
alias game_actor_level_up level_up
#--------------------------------------------------------------------------
# * Level Up
#--------------------------------------------------------------------------
def level_up
game_actor_level_up()
haste_parameter_change()
filch_parameter_change()
wild_parameter_change()
pique_parameter_change()
drowse_parameter_change()
reck_parameter_change()
greed_parameter_change()
finale_parameter_change()
ward_parameter_change()
guard_parameter_change()
vision_parameter_change
valor_parameter_change()
end
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Haste - Configuration (Rwolf - Kurok)
# Haste - Increases speed in combat
# This is Haste's Parameter Change Formula.
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
def haste_parameter_change
if $data_actors[self.id].note == Soul_Character_Core::Will_System::RWOLF_WILL
if self.is_a?(Game_Actor)
self.add_param(Soul_Character_Core::Will_System::MMP, Soul_Character_Core::Will_System::H_MMP)
self.add_param(Soul_Character_Core::Will_System::ATK, Soul_Character_Core::Will_System::H_ATK)
self.add_param(Soul_Character_Core::Will_System::MAT, Soul_Character_Core::Will_System::H_MAT)
end
end
end
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Filch - Configuration (Stoll - Hideout)
# Filch - Steal new items
# This is Filch's Parameter Change Formula
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
def filch_parameter_change
if $data_actors[self.id].note == Soul_Character_Core::Will_System::STOLL_WILL
if self.is_a?(Game_Actor)
self.add_param(Soul_Character_Core::Will_System::AGI, Soul_Character_Core::Will_System::F_AGI)
end
end
end
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Wild - Configuration (Una - Worent)
# Wild - Higher damage, but lower chance to hit
# This is Wild's Parameter Change Formula
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
def wild_parameter_change
if $data_actors[self.id].note == Soul_Character_Core::Will_System::UNA_WILL
if self.is_a?(Game_Actor)
self.add_param(Soul_Character_Core::Will_System::DMHP, Soul_Character_Core::Will_System::W_DMHP)
self.param(Soul_Character_Core::Will_System::MMP) - Soul_Character_Core::Will_System::W_MMP_DEC
self.add_param(Soul_Character_Core::Will_System::ATK, Soul_Character_Core::Will_System::W_ATK)
self.param(Soul_Character_Core::Will_System::MAT) - Soul_Character_Core::Will_System::W_MAT_DEC
end
end
end
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Pique - Configuration (Njomo - Ahm Fen)
# Pique - All counters are critical hits
# This is Pique's Parameter Change Formula
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
def pique_parameter_change
if $data_actors[self.id].note == Soul_Character_Core::Will_System::NJOMO_WILL
if self.is_a?(Game_Actor)
self.param(Soul_Character_Core::Will_System::DMHP) - Soul_Character_Core::Will_System::P_DMHP_DEC
self.add_param(Soul_Character_Core::Will_System::AGI, Soul_Character_Core::Will_System::P_AGI)
self.add_param(Soul_Character_Core::Will_System::MMP, Soul_Character_Core::Will_System::P_MMP)
end
end
end
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Drowse - Configuration (Momo - Wyndia)
# Drowse - ** All sleeping characters adds an MP regen state.
# This is Drowse's Parameter Change Formula
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
def drowse_parameter_change
if $data_actors[self.id].note == Soul_Character_Core::Will_System::MOMO_WILL
if self.is_a?(Game_Actor)
self.add_param(Soul_Character_Core::Will_System::DMHP, Soul_Character_Core::Will_System::D_DMHP)
end
end
end
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Reck - Configuration (Abess - Check)
# Adjust the amount of increase you want for each parameter.
# This is Reck's Parameter Change Formula
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
def reck_parameter_change
if $data_actors[self.id].note == Soul_Character_Core::Will_System::ABESS_WILL
if self.is_a?(Game_Actor)
self.add_param(Soul_Character_Core::Will_System::MAT, Soul_Character_Core::Will_System::R_MAT)
self.add_param(Soul_Character_Core::Will_System::MMP, Soul_Character_Core::Will_System::R_MMP)
self.param(Soul_Character_Core::Will_System::ATK) - Soul_Character_Core::Will_System::R_ATK_DEC
self.param(Soul_Character_Core::Will_System::DEF) - Soul_Character_Core::Will_System::R_DEF_DEC
end
end
end
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Greed - Configuration (Marlok - Synesta)
# Greed - increase the amount of money after battles
# This is Greed's Parameter Change Formula
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
def greed_parameter_change
if $data_actors[self.id].note == Soul_Character_Core::Will_System::MARLOK_WILL
if self.is_a?(Game_Actor)
self.add_param(Soul_Character_Core::Will_System::MMP, Soul_Character_Core::Will_System::G_MMP)
self.add_param(Soul_Character_Core::Will_System::DMHP, Soul_Character_Core::Will_System::G_DMHP)
self.param(Soul_Character_Core::Will_System::ATK) - Soul_Character_Core::Will_System::G_ATK_DEC
self.param(Soul_Character_Core::Will_System::DEF) - Soul_Character_Core::Will_System::G_DEF_DEC
self.param(Soul_Character_Core::Will_System::MAT) - Soul_Character_Core::Will_System::G_MAT_DEC
self.param(Soul_Character_Core::Will_System::AGI) - Soul_Character_Core::Will_System::G_AGI_DEC
end
end
end
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Finale - Configuration (Kyrik - Sail)
# This is Finale's Parameter Change Formula
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
def finale_parameter_change
if $data_actors[self.id].note == Soul_Character_Core::Will_System::KYRIK_WILL
if self.is_a?(Game_Actor)
self.add_param(Soul_Character_Core::Will_System::DMHP, Soul_Character_Core::Will_System::K_DMHP)
self.add_param(Soul_Character_Core::Will_System::ATK, Soul_Character_Core::Will_System::K_ATK)
self.add_param(Soul_Character_Core::Will_System::DEF, Soul_Character_Core::Will_System::K_DEF)
self.param(Soul_Character_Core::Will_System::MAT) - Soul_Character_Core::Will_System::K_MAT_DEC
self.param(Soul_Character_Core::Will_System::MMP) - Soul_Character_Core::Will_System::K_MMP_DEC
self.param(Soul_Character_Core::Will_System::AGI) - Soul_Character_Core::Will_System::K_AGI_DEC
end
end
end
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Ward - Configuration (Gyosil - Lyp)
# Ward - An item may not be used up when you use it in battle
# This is Ward's Parameter Change Formula
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
def ward_parameter_change
if $data_actors[self.id].note == Soul_Character_Core::Will_System::GYOSIL_WILL
if self.is_a?(Game_Actor)
self.add_param(Soul_Character_Core::Will_System::MMP, Soul_Character_Core::Will_System::WARD_MMP)
self.param(Soul_Character_Core::Will_System::DMHP) - Soul_Character_Core::Will_System::WARD_DMHP_DEC
end
end
end
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Guard - Configuration (Lyta - Synesta)
# Guard - Protect other characters
# This is Guard's Parameter Change Formula
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
def guard_parameter_change
if $data_actors[self.id].note == Soul_Character_Core::Will_System::LYTA_WILL
if self.is_a?(Game_Actor)
self.add_param(Soul_Character_Core::Will_System::MAT, Soul_Character_Core::Will_System::GU_MAT)
self.add_param(Soul_Character_Core::Will_System::MMP, Soul_Character_Core::Will_System::GU_MMP)
self.param(Soul_Character_Core::Will_System::DEF) - Soul_Character_Core::Will_System::GU_DEF_DEC
end
end
end
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Valor - Configuration (Kahn - Saldine)
# Valor - Revives Fallen Party Member
# This is Valor's Parameter Change Formula
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
def valor_parameter_change
if $data_actors[self.id].note == Soul_Character_Core::Will_System::KAHN_WILL
if self.is_a?(Game_Actor)
self.add_param(Soul_Character_Core::Will_System::DMHP, Soul_Character_Core::Will_System::V_DMHP)
self.add_param(Soul_Character_Core::Will_System::ATK, Soul_Character_Core::Will_System::V_ATK)
self.add_param(Soul_Character_Core::Will_System::AGI, Soul_Character_Core::Will_System::V_AGI)
self.param(Soul_Character_Core::Will_System::MAT) - Soul_Character_Core::Will_System::V_MAT_DEC
self.param(Soul_Character_Core::Will_System::MMP) - Soul_Character_Core::Will_System::V_MMP_DEC
end
end
end
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Will: Vision - Configuration (Bunyan - Yohm)
# Vision - To-hit chance is 100%
# This is Visions's Parameter Change Formula
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
def vision_parameter_change
if $data_actors[self.id].note == Soul_Character_Core::Will_System::BUNYAN_WILL
if self.is_a?(Game_Actor)
self.param(Soul_Character_Core::Will_System::DMHP) - Soul_Character_Core::Will_System::VI_DMHP_DEC
self.add_param(Soul_Character_Core::Will_System::ATK, Soul_Character_Core::Will_System::VI_ATK)
self.add_param(Soul_Character_Core::Will_System::MAT, Soul_Character_Core::Will_System::VI_MAT)
self.add_param(Soul_Character_Core::Will_System::MMP, Soul_Character_Core::Will_System::VI_MMP)
self.add_param(Soul_Character_Core::Will_System::DEF, Soul_Character_Core::Will_System::VI_DEF)
self.add_param(Soul_Character_Core::Will_System::AGI, Soul_Character_Core::Will_System::VI_AGI)
end
end
end
# -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
end
Credit
Thanks
- Breath of Fire Series - For their ever inspiring story, systems and gameplay.
Support
If you have any questions or suggestions, please don't forget to PM me here on RMRK or on my official website:
http://infinitytears.wordpress.com/If there are critiques, errors, or possible changes you might want to add, please comment below for me to be enlightened. Just as you know, I am but merely a Junior Scripter.
Known Compatibility Issues
None at the moment.
Author's Notes
I wanted to add the Battle Effects, but I am still thinking how and researching the best and possible way to make it much better than what I have now.
Terms of Use
All Soul Engine Ace Scripts are bound under my Terms of Use:
http://infinitytears.wordpress.com/terms-of-use/