- #Rpg maker mv custom stats how to#
- #Rpg maker mv custom stats update#
- #Rpg maker mv custom stats code#
- #Rpg maker mv custom stats free#
Every monster has different statistics and skills and learning to modify them to suit your game is very important.
#Rpg maker mv custom stats how to#
In the next section, I will explain how to further modify your monster. Files with blue dots are original RPG Maker VX files. This is to indicate that the file was imported. Once you’re done selecting your file, click on “Open”.Īnd that’s it! You’ve imported your monster! Notice how the “dot” next to the file is red while the other ones are blue. This will allow you to browse on your computer. If you wish to, you may select a monster on the right and then click “preview” to have a look at your monster like so:Ĭlose the preview window and click on the button “import”. The “battlers” are what the monsters in your game actually look like when in combat.
#Rpg maker mv custom stats free#
A free copy of the finished game would be nice, but is not required.Go ahead and select “graphics/battlers”. It will log a warning to the console if encountered.ġ.2.1 () - Fixed a bug where a custom stat could return garbage (NaN) if the actor had a class that did not have the stat defined.ġ.2 () - Added addition and subtraction notetags to weapons, armor, and states.ġ.1.2 () - Fixed a bug where enemy stats wouldn't factor into damage formulas properly.ġ.1.1 () - Fixed a bug where stats wouldn't save with a save game.įree to use in commercial and non-commercial projects with credit. This does not fix the issue of it being undefined under certain circumstances. Read the plugin help for more information.ġ.2.3 () - Fixed a bug where the built-in help documentation wasn't showing up properly in the plugin manager.ġ.2.2 () - Fixed a crash bug that was caused by the main custom stat list being undefined. Read the plugin help and ask any questions here.ġ.3.2 () - Fixed a major bug that could cause issues when attempting to load a saved game.ġ.3.1 () - Fixed a major bug that was causing actor-based custom stats to not be evaluated properly upon actor initialization.ġ.3 () - Added percentage-based stats and the ability to eval a statValue.
Get it here - File name is CASE SENSITIVE: BOB_CustomStats.js To have an item give a permanent boost of 6 to sanity, use this notetag: To have a state remove 6 sanity, use the following notetag on the state: To have a shield give +10 sanity, use the following notetag on the sword: If that stat were a percentage instead of a normal number, you would use it like this: Let's say you gave the enemy a stat named 'insanity': Below is a sample damage formula for the a stat named 'sanity':
#Rpg maker mv custom stats code#
You can also eval the statValue by surrounding your code with $():įor more information on eval, check the plugin's help documentation.Īfter setting a custom stat to an actor/enemy, you reference it in damage formulas or other code just like any other stat. Options - You can append a percent sign (%) to the end of statValue to have it calculated as a percentage (statValue * 0.01) StatValue - The default value of your stat. StatName - The name you want to reference this stat with. See the examples and neat examples section for more information. It describes the notetags and all the crazy modifiers you can use.
#Rpg maker mv custom stats update#
The ability to increase and decrease custom stats automatically upon level up/down will be made available in a future update of my Level Up Bonuses plugin. If you desire this behavior, I recommend using JawsUF's StatusMenuCore plugin. If you use the default status window, these custom stats will not show up. They can be accessed inside of damage formulas.
These stats can be increased and decreased by weapons, armor, states, and items by using the appropriate notetags. Allows you to set custom number or percentage stats at the Actor, Class, and Enemy level.