Ya know how there're no way to make normal items that increase a statistic permanently in RPGM3? Well, I've just thought of a easy way to make a stat-building system.
First, create every party member and their classes. Set everyone's stats to the following:
Base hp 9999 (or 99999)
Hp 0
Mp 99
STR 99
DEF 99
MAG 99
MDF 99
AGI 99
LUCK 45
INT 100
Second, set everyone's starting level to 11
Third, at the beginning of the game, set up an auto event that decreases everyone's stats to a much lower amounts, for example:
Base Hp 250
Mp 50
STR 10
DEF 10
MAG 10
MDF 10
AGI 10
Fourth, create a normal house that looks like a shop. In the "Store Clerk"'s" ( just a normal NPC) event code, place a decision branch asking who want's to increase their stats, followed by a list of the stats,then a variable conditional branch to see how much gold you have, then an increase of the specified stat by a specified amount (if you have enough gold), and finally the loss of gold. For example, it costs 200 gold to increase STR by 10 or HP by 50 or MP by 10 or whatever. If the player doesn't have enough gold, he/she can't increase any stats
I know what you're thinking. "How'm I supposed to track gold, Nerd God?" Well, I'vee thought of that. Instead of monster battles dropping a bunch of gold, they drop loot (treasure items), which are exchanged for gold at a "hunting shop" (Janother normal house with another NPC named "store clerk"). in the "clerk's" event code, place a decision branch with 2 options: "Sell loot" and "do nothing". Do Nothing ends the event, but sell loot removes all of your loot and gives you money equal to the amount of loot you have.
In order for this to work, the monster battles need to drop another treasure item called "????" (for the sake of this explanation- it'll be left blank in the game). Place an auto event that only works when said treasure in is the party's inventory. in the event code, depending on the number of loot you received in the battle, increase a variable by the same number.
Back in the store clerk's event code, place an event transition to an invisible event outside the party's reach. In this event's event code, place a variable conditional branch with 2 choices: variable >0 and variable=0. under Variable>0, remove 1 loot treasure item, reduce the variable by 1, increase the party's gold (by 30, for example), and modify the mode to 2, and in mode 2, modify the mode back to mode 1. If the "modify mode" codes don't work, tghey can be substgituted with event transitions and a 3rd invisible event.
The event should repeat until the player runs out of loot (actually, it ends when the variable reaches 0, but they'll happen at the same time.) Under variable=0, end the event.
Anyway, back to the stat-building.
Fifth, It's time to adjust the stats of the monsters. considering the low stats of the characters, set the DEF and MDF of the monsters at the start of the game to half the STR and MAG of the characters. set AGI to about a little higher than the characters. Set the hp to 80. considering STR/MAG will increase over time, you can set the enemy hp to be a bit higher than the STR/MAG, so party members can't kill them in a few hits at the start of the game. Lastly, adjust the enemy STR/MAG high enough to kill the party members in 4 hits. This way, as DEF and MDF increase, the enemy will deal less and less damage over time.
Sixth, adjust all the stats of all the other monsters/bosses to be about on par with the characters by the time they get to that part of the game.
About the only problem I can find is that you'l have to create "custom shops" for buying weapons, armor, accessories and items or the gold tracking will get all screwed up.
First, create every party member and their classes. Set everyone's stats to the following:
Base hp 9999 (or 99999)
Hp 0
Mp 99
STR 99
DEF 99
MAG 99
MDF 99
AGI 99
LUCK 45
INT 100
Second, set everyone's starting level to 11
Third, at the beginning of the game, set up an auto event that decreases everyone's stats to a much lower amounts, for example:
Base Hp 250
Mp 50
STR 10
DEF 10
MAG 10
MDF 10
AGI 10
Fourth, create a normal house that looks like a shop. In the "Store Clerk"'s" ( just a normal NPC) event code, place a decision branch asking who want's to increase their stats, followed by a list of the stats,then a variable conditional branch to see how much gold you have, then an increase of the specified stat by a specified amount (if you have enough gold), and finally the loss of gold. For example, it costs 200 gold to increase STR by 10 or HP by 50 or MP by 10 or whatever. If the player doesn't have enough gold, he/she can't increase any stats
I know what you're thinking. "How'm I supposed to track gold, Nerd God?" Well, I'vee thought of that. Instead of monster battles dropping a bunch of gold, they drop loot (treasure items), which are exchanged for gold at a "hunting shop" (Janother normal house with another NPC named "store clerk"). in the "clerk's" event code, place a decision branch with 2 options: "Sell loot" and "do nothing". Do Nothing ends the event, but sell loot removes all of your loot and gives you money equal to the amount of loot you have.
In order for this to work, the monster battles need to drop another treasure item called "????" (for the sake of this explanation- it'll be left blank in the game). Place an auto event that only works when said treasure in is the party's inventory. in the event code, depending on the number of loot you received in the battle, increase a variable by the same number.
Back in the store clerk's event code, place an event transition to an invisible event outside the party's reach. In this event's event code, place a variable conditional branch with 2 choices: variable >0 and variable=0. under Variable>0, remove 1 loot treasure item, reduce the variable by 1, increase the party's gold (by 30, for example), and modify the mode to 2, and in mode 2, modify the mode back to mode 1. If the "modify mode" codes don't work, tghey can be substgituted with event transitions and a 3rd invisible event.
The event should repeat until the player runs out of loot (actually, it ends when the variable reaches 0, but they'll happen at the same time.) Under variable=0, end the event.
Anyway, back to the stat-building.
Fifth, It's time to adjust the stats of the monsters. considering the low stats of the characters, set the DEF and MDF of the monsters at the start of the game to half the STR and MAG of the characters. set AGI to about a little higher than the characters. Set the hp to 80. considering STR/MAG will increase over time, you can set the enemy hp to be a bit higher than the STR/MAG, so party members can't kill them in a few hits at the start of the game. Lastly, adjust the enemy STR/MAG high enough to kill the party members in 4 hits. This way, as DEF and MDF increase, the enemy will deal less and less damage over time.
Sixth, adjust all the stats of all the other monsters/bosses to be about on par with the characters by the time they get to that part of the game.
About the only problem I can find is that you'l have to create "custom shops" for buying weapons, armor, accessories and items or the gold tracking will get all screwed up.
