View Full Version : "Seed of Life" & Stats Question
Snolly
02-29-2008, 10:08 PM
Hi everyone! I was wondering if someone could tell me how to make a stat-boosting item that will raise the chosen stat permanently. So far, I've made a "Test/Seed of Life" Item, Direct Effect, and a Script for it that just doesn't want to obey me.
The problems that occur when I Test Play are:
1. The player can't choose the Party Member on which to use the Seed - it automatically chooses the Leader, whoever it is at the time. (I can't see anywhere in my script where I've told the game to use it on the Leader only. Grrr!)
2. The Seed of Life's HP boost is not permanent. (I've chosen "MAX HP" instead of "HP" in the script, so I don't know...)
My other question has to do with weapon stats:
If I assign a weapon to give the player a +5 boost in Attack, and in the Script for the weapon I assign +5 damage (when the attack connects), does that mean that the player will hit approximately 10 HP damage on the monster he/she hits?
I'm not really sure how this works...I'm probably making it harder than it has to be, huh? =D
Thanks for reading!
-Holly
Sivart
02-29-2008, 10:35 PM
For the weapon, the damage you do is affected by the party member's attack/magic, the enemies defense/magic defense, and equipment bonuses. If I remember correctly, (since it's been a LONG while since I last played RPGM2) The equipment bonuses are like temporary boosts to the stats. So basically, by having the initial +5 and the bextra +5, you're adding 10 to the players strength... Temporarily. Someone correct me if I'm wrong, though.
As for the seed, like I said, I haven't played 2 in a LONGGG time, so trying to help with scripting would do you no help.
sleepywolf
02-29-2008, 10:58 PM
I guess, to solve your seed problem, you would make a magical fountain where you can use the item that boosts the stat up(not sure if im usin correct terminology with this):
event conditions: must have one or more 'power boosting item'
-event branch-
(message) 'who would you like to power up?'
-character 1
-event branch
(message)'what stat would you like to power up?'
-strength
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-magic
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-dexterity
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-character 2
-event branch
(message)'what stat would you like to power up?'
-strength
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-magic
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-dexterity
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-end event branch-
-character 3
-event branch
(message)'what stat would you like to power up?'
-strength
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-magic
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-dexterity
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-end event branch-
-end event branch-
I am really sorry if all of that is confusing, but I don't know how else to explain it ^^;
sleepywolf
02-29-2008, 11:00 PM
I guess, to solve your seed problem, you would make a magical fountain where you can use the item that boosts the stat up(not sure if im usin correct terminology with this):
event conditions: must have one or more 'power boosting item'
-event branch-
(message) 'who would you like to power up?'
-character 1
-event branch
(message)'what stat would you like to power up?'
-strength
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-magic
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-dexterity
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-end event branch-
-character 2
-event branch
(message)'what stat would you like to power up?'
-strength
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-magic
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-dexterity
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-end event branch-
-character 3
-event branch
(message)'what stat would you like to power up?'
-strength
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-magic
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-dexterity
(change character's strength stat to +2)
(remove one 'power boosting item' from player's inventory)
-end event branch-
-end event branch-
I am really sorry if all of that is confusing, but I don't know how else to explain it ^^;
[edit] sorry for double posting! My dumb internet is bein devious
Dungeon Warden
03-01-2008, 11:50 AM
The problem seems to be that "change character's Max HP stat to +5" doesn't work.
First of all, are you using Party : Member : Attributes : Max HP to increase the max? I believe Data : Target : Attributes : Max HP will only change a stat temporarily.
Next, any stat increases in combat are reset at the end of combat, so you need to make sure the item can't be used in battle (i.e make the effect world only).
The target of the direct effect is the one that the item will effect. Make sure the target is set to single party member so that you can choose a party member to use the item on. If nothing is set, the leader is automatically targeted.
Check out my FAQ (http://www.gamefaqs.com/console/ps2/file/538013/36134) for more information on Direct Effects and other aspects of RPG Maker 2.
Snolly
03-01-2008, 03:13 PM
It works! Thank you so much! (Thanks also for typing out that long script - that was a lot of work.)
As for the weapon stats, I think I know what the deal is now. By equipping a weapon that gives +5 attack, the character gets a general +5 attack bonus against any monster. When the weapon has a script that says " 'Hit' damage +5, then THAT script is applied as well to monsters' defense against 'Hit' - type damage. (I think...) =D
I'll check out your Direct Effects FAQ too, Dungeon Warden. Thanks for posting the link.
-Holly
PS) I stole the idea for "Seeds of Life", Seed of STR, Seed of INT, etc, from Dragon Warrior. Now I just need to think up a new name. Heheh.
PPS) To Dungeon Warden - I just used all the paper in my printer on your FAQ. =D
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