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> Attribute System, Version 3.2.1.1 (24th August)
332211
post Oct 19 2008, 02:43 AM
Post #1


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Attribute System

Version: 3.2.1.1
Author: 332211/uresk
Release Date 24th August 2009


Exclusive Script at RPG RPG Revolution


Introduction
This script allow actors to have attributes that enhance their stats, damage when using certain elements, learn skills.

Features
  • custom attributes - each actor has its own attributes
    Attributes give:
  • Stat bonus
  • Boost certain elements (skills/items damage) and resistance
  • May actiave a skill while attacking (Eg: You attack a monster, but the skill Fire activated and you use Fire on that monster.)
  • Influence status resistance.
  • more customization for each attribute by level
    Also:
  • more customization: you can chose at which level the character learn an attribute
  • Each level you gain points equal to your level (start with 1)
  • Cost formula is now easily changed
  • It has become easy to create items which teach attributes
  • Attribute points can be bought at regular shops (if you want them to sell them)
  • Killing enemies awards the party with extra attriute points
  • characters can be stopped from using a items based on their class
  • added an info window on the attributes (see screenshot)
  • 3: enemies can have attributes, revised structure
  • 3.1: some bugs corrected, more details for each attribute, bigger and better info window.
  • 3.2: weapons, armors and skill may require certain Attributes ( of a level or higher) to be equiped / used
  • 3.2.1: 2 bug fixes
  • 3.2.1.1: fixed a bug caused by the last bugfix


Script
Attached File  Attribute_System_3.1.txt ( 57.25K ) Number of downloads: 200

Attached File  Attribute_System_3.2.txt ( 61.76K ) Number of downloads: 197

Attached File  Attribute_System_3.2.1.txt ( 61.21K ) Number of downloads: 81
(No demo)
Attached File  Attribute_System_3.2.1.1.txt ( 61.46K ) Number of downloads: 1068
(no demo)

Customization
See Script and try the Demo

Screenshot
Version 2.5


Version 2.5.4 (Info Window)


Version 3 (Confirmation box)


Verion 3.1 (new Info Window)


DEMO
Attribute System 3.2

Installation
Plug & Customize & Play.

Terms and Conditions
Don't post this script on other forums, link them here.

Notes
The demo includes: Yanfly Engine RD - Scene Status ReDux for an easier menu access.

This post has been edited by 332211: Aug 24 2009, 12:24 PM
Attached File(s)
Attached File  Attribute_System_2.5.4.txt ( 44.93K ) Number of downloads: 271
Attached File  Attribute_System_3.txt ( 47.85K ) Number of downloads: 333
 


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Guest_From_Ariel_*
post Oct 19 2008, 03:58 AM
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Guests





interesting can you use negative values for the attribute effects too?

like if i want one attribute to raise some stuff and lower others and another do the opposite ....
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332211
post Oct 19 2008, 04:08 AM
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Yes, it should work too.
warn me if somethin goes wrong.


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RuGeaR1277
post Oct 19 2008, 05:11 AM
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woah... looks cool! i'm gonna check it out! happy.gif


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Putri
post Oct 19 2008, 05:17 AM
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this script is awesome dude, but how do i call it from the menu? instead of having some random npc tell my hero "want some fresh attributes at a gipsy price?"


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RuGeaR1277
post Oct 19 2008, 05:35 AM
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okies... i've checked it... and I LOVE IT! happy.gif
i'm a newbie, i admit it... and i dont understand the script... can you explain better? smile.gif

CODE
module Attibute_Def
  ATTRIBUTES = {
    # 0 - attribute name => [
    "Flame Mastery" => [
    #[bonus values: HP, MP, ATK, DEF, SPI, AGI],
    [6,8,1,0,6,1],
    # [element_booster],
    [9],
    # {level => skill id}
    {3 => 34, 4 => 45},
    # auto_skill id]
    59,
    # desc line 1
    "Flame Mastery: affects the user's spirit and damage made",
    # desc line 2
    "by fire skills, may activate Flame kick while attacking.",
    # picture name
    "155"
    ],
    # 1 - attribute name => [
    "Swordsmanship" => [
    #[bonus values: HP, MP, ATK, DEF, SPI, AGI],
    [9,2,7,3,0,1],
    # [element_booster],
    [2],
    # {level => skill id}
    {3 => 34, 4 => 45},
    # auto_skill id]
    nil,
    # desc line 1
    "Swordsmanship: affects the user's spirit and damage made",
    # desc line 2
    "by fire skills, may activate Flame kick while attacking.",
    # picture name
    "154"
    ]
    # scene desc
    }
  ATTRIBUTE_names = ATTRIBUTES.keys
  Actor_attributes = { 1 => [0,1],
                       2 => [1]
                      }
end


okay, i'll try my best to tell you what i don't understand. wink.gif

CODE
    # 0 - attribute name => [
    "Flame Mastery" => [

okay, i'm sure i know what's attribute name and the number before it... always starts with 0, and so on...

CODE
    #[bonus values: HP, MP, ATK, DEF, SPI, AGI],
    [6,8,1,0,6,1],

so, each of this attribute increases the actor's stats by this much per level, right? hold on, for which actor? for all actors with this attribute?

CODE
    # [element_booster],
    [9],

what's this? i know 9 is Fire... does that mean it'll boost up Fire damage? where do i see the percentage?

CODE
    # {level => skill id}
    {3 => 34, 4 => 45},

what's this again? does that mean all actors with this attribute learns this skill at this level?

CODE
    # auto_skill id]
    59,

this is something like auto-unleash a skill with normal attack, right? so does the chance of unleash increases? maybe by attribute level or actor level?

CODE
    # desc line 1
    "Flame Mastery: affects the user's spirit and damage made",
    # desc line 2
    "by fire skills, may activate Flame kick while attacking.",

yeah... i'm sure i know what's this... pinch.gif

CODE
    # picture name
    "155"

and this too! pinch.gif

CODE
  ATTRIBUTE_names = ATTRIBUTES.keys
  Actor_attributes = { 1 => [0,1],
                       2 => [1]

i'm sure this means which actors has what attribute...

so, overall, the attributes are for whole party?
and how do you get the points again?

hope you can clear my doubts... i'm really interested in using this script though... happy.gif


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332211
post Oct 19 2008, 05:41 AM
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use cmpsr2000's Menu Patch
And ad this below everything and above the Menu:
CODE
class Scene_Title < Scene_Base
  alias oldCreateGameObj_Attributes create_game_objects
  def create_game_objects
    oldCreateGameObj_Attributes
    menuItem = ["Attributes", "start_actor_selection", true, "$scene = Scene_Attributes.new(@status_window.index)"]
    $game_menu.insert(4, menuItem) #for is the position in the menu
end
end


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Putri
post Oct 19 2008, 08:23 AM
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Thnks dude.


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HeavensLastHope
post Oct 19 2008, 11:54 AM
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I got this while trying to heal myself with a spell using the first char.
Attached File  Error.PNG ( 8.95K ) Number of downloads: 116


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332211
post Oct 19 2008, 12:03 PM
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ups...
replace line 164 (part 1) with this:
CODE
    if !user.attributes.nil?


This post has been edited by 332211: Oct 19 2008, 12:07 PM


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RuGeaR1277
post Oct 19 2008, 08:48 PM
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overall, what i'm asking is, if you got 3 actors with, let's say A, B and C... A has Flame Mastery, B has Swordsmanship and C has both... and at some point of the game, my Flame Mastery is level 5 and Swordsmanship is Level 3... Then a new actor, D, joins the party and actually have Swordsmanship... so is his Swordsmanship level 3 too?
gosh, my english sucks! i hardly understand myself...


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332211
post Oct 20 2008, 09:09 AM
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QUOTE (RuGeaR1277 @ Oct 20 2008, 05:48 AM) *
overall, what i'm asking is, if you got 3 actors with, let's say A, B and C... A has Flame Mastery, B has Swordsmanship and C has both... and at some point of the game, my Flame Mastery is level 5 and Swordsmanship is Level 3... Then a new actor, D, joins the party and actually have Swordsmanship... so is his Swordsmanship level 3 too?
gosh, my english sucks! i hardly understand myself...


Nope, it works like this example:
A has Flame Mastery (lvl 5)
B has Swordsmanship (lvl 3)
C has both (lvl 2 and lvl 3)
D joins your party and has Swordsmanship lvl 1


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RuGeaR1277
post Oct 20 2008, 08:14 PM
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owh... okies... now i get it... each person will have their own attribute levels... nice! happy.gif


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dark_prince_razo...
post Oct 23 2008, 01:49 PM
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Is it possible to add in another attribute?
I tried to copy the attribute from Flame Mastery and pasted it below it.
changed the name to Water Mastery and changed the stat values and it gave me an error here
0 # 2 - attribute name => [
1 "Water Mastery" => [ Syntax Error Begining of this line
2 #[bonus values: HP, MP, ATK, DEF, SPI, AGI],
3 [3,7,1,9,4,3],
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332211
post Oct 23 2008, 02:06 PM
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QUOTE (dark_prince_razor @ Oct 23 2008, 10:49 PM) *
Is it possible to add in another attribute?
I tried to copy the attribute from Flame Mastery and pasted it below it.
changed the name to Water Mastery and changed the stat values and it gave me an error here
0 # 2 - attribute name => [
1 "Water Mastery" => [ Syntax Error Begining of this line
2 #[bonus values: HP, MP, ATK, DEF, SPI, AGI],
3 [3,7,1,9,4,3],

CODE
# picture name
"156"
], # <-- this is what's missing, the comma at the end of the previous attribute
# 2 - attribute name => [
"Water Mastery" => [
#[bonus values: HP, MP, ATK, DEF, SPI, AGI],
[3,7,1,9,4,3],


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dark_prince_razo...
post Oct 27 2008, 12:49 PM
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Okay I got it to add some.

But now I'm testing out a sideview battle system but it's giving me an attribute error when the enemy tries to use a Skill.
it says
"Script 'Attribute System' line 190: NoMethodError occured.
undefined method 'attributes' for #<Game_Enemy:0x194fb78"

and remember that 190 is essentially the
if !user.attributes.nil?
line, I just have my extra attributes making more lines.

Is there no enemy attribute method? That's what it sounds like
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carbajosa
post Oct 28 2008, 05:42 AM
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This script looks neat~

But uhm, can you reupload the demo please?
Like in mediafire... cause rapidshare bugs me saying that I already reached the
maximum download limit even though I didnt download anything from them. (Really odd bug that RS should fix)


It works now, but in a different browser biggrin.gif

Many thanks biggrin.gif Gonna put you on my credit list smile.gif
This script is what Im looking for~ Thanks again biggrin.gif

This post has been edited by carbajosa: Oct 28 2008, 05:46 AM
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332211
post Oct 28 2008, 10:08 AM
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QUOTE (dark_prince_razor @ Oct 27 2008, 08:49 PM) *
Okay I got it to add some.

But now I'm testing out a sideview battle system but it's giving me an attribute error when the enemy tries to use a Skill.
it says
"Script 'Attribute System' line 190: NoMethodError occured.
undefined method 'attributes' for #<Game_Enemy:0x194fb78"

and remember that 190 is essentially the
if !user.attributes.nil?
line, I just have my extra attributes making more lines.

Is there no enemy attribute method? That's what it sounds like

My bad...
try and replace that line with this:
CODE
    if user.is_a?(Game_Actor) and !user.attributes.nil?


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dark_prince_razo...
post Oct 28 2008, 01:37 PM
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Thank you, worked perfectly.
I didn't think there was an enemy attribute method that I could find... but I haven't played in RGSS in at least a couple years.. so I'm rusty.. Glad to see I didn't forget as much as I thought.
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332211
post Oct 29 2008, 01:52 PM
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QUOTE (dark_prince_razor @ Oct 28 2008, 09:37 PM) *
Thank you, worked perfectly.
I didn't think there was an enemy attribute method that I could find... but I haven't played in RGSS in at least a couple years.. so I'm rusty.. Glad to see I didn't forget as much as I thought.


Yep, you were right on target... maybe I could give enemies attributes too, that would made them different, or not...
When I find the time and patience I just might do that.


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