RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
SEA - Breath of Fire IV: Will System - Parameter Change

0 Members and 1 Guest are viewing this topic.

*
Scripter
Rep:
Level 40
Crownless King
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:
  • param
  • sparam
  • xparam

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:

Spoiler for:
Code: [Select]
  # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # Parameter ID and Configuration Guide
    # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # Command: add_param - Add Parameter
    # Command: add_sparam - Add SParameter
    # Command: add_xparam - Add XParameter
    # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    #~   dmhp; param(0);                  # MHP  Maximum Hit Points
    #~   mmp;  param(1);                  # MMP  Maximum Magic Points
    #~   atk;  param(2);                  # ATK  ATtacK power
    #~   def;  param(3);                  # DEF  DEFense power
    #~   mat;  param(4);                  # MAT  Magic ATtack power
    #~   mdf;  param(5);                  # MDF  Magic DeFense power
    #~   agi;  param(6);                  # AGI  AGIlity
    #~   luk;  param(7);                  # LUK  LUcK
    #~   hit;  xparam(0);                 # HIT  HIT rate
    #~   eva;  xparam(1);                 # EVA  EVAsion rate
    #~   cri;  xparam(2);                 # CRI  CRItical rate
    #~   cev;  xparam(3);                 # CEV  Critical EVasion rate
    #~   mev;  xparam(4);                 # MEV  Magic EVasion rate
    #~   mrf;  xparam(5);                 # MRF  Magic ReFlection rate
    #~   cnt;  xparam(6);                 # CNT  CouNTer attack rate
    #~   hrg;  xparam(7);                 # HRG  Hp ReGeneration rate
    #~   mrg;  xparam(8);                 # MRG  Mp ReGeneration rate
    #~   trg;  xparam(9);                 # TRG  Tp ReGeneration rate
    #~   tgr;  sparam(0);                 # TGR  TarGet Rate
    #~   grd;  sparam(1);                 # GRD  GuaRD effect rate
    #~   rec;  sparam(2);                 # REC  RECovery effect rate
    #~   pha;  sparam(3);                 # PHA  PHArmacology
    #~   mcr;  sparam(4);                 # MCR  Mp Cost Rate
    #~   tcr;  sparam(5);                 # TCR  Tp Charge Rate
    #~   pdr;  sparam(6);                 # PDR  Physical Damage Rate
    #~   mdr;  sparam(7);                 # MDR  Magical Damage Rate
    #~   fdr;  sparam(8);                 # FDR  Floor Damage Rate
    #~   exr;  sparam(9);                 # EXR  EXperience Rate   
    # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

Screenshots

An 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:
Code: [Select]
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

Code: [Select]
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# 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

Code: [Select]
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# 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


  • Soulpour777

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/


If you like my work, please do support me on Patreon.
https://www.patreon.com/Soulpour777?ty=h

*
Rep:
Level 98
2010 Best Veteran2014 Best Use of Avatar and Signature Space2014 King of RMRK2014 Favorite Staff Member2014 Best Counsel2014 Best Writer2014 Most Mature Member2014 Best IRC Chatterbox2013 Favorite Staff MemberSecret Santa 2013 ParticipantFor the great victory in the Breakfast War.Secret Santa 2012 Participant2011 Best Counsel2011 Best Writer2010 Best Writer2010 Funniest Member
This is actually pretty dang cool.
you awoke in a burning paperhouse
from the infinite fields of dreamless sleep

*
Rep:
Level 97
2014 Best RPG Maker User - Engine2014 Most Unsung Member2013 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 Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Best RPG Maker User (Scripting)2010 Best Use Of Avatar And Signature Space
Very cool idea. Good stuff Soulpour777.