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Item to give random stat boost?

PAC918

Towns Guard
I've attached an image of the basic item setup I have created thus far. I'd like for this item to provide the user with a random boost to (either one or a combo of multiples) MaxHP, Atk or Def. Of course, the boost would be greater at higher player levels. So...I also need a way to make these items have a level restriction.

*New plan* I've made a player character variable as well as Rand Atk, Rand Def and Rand MaxHP variables to use in a common event. My current issue is I need a way to tell the game which stat boost to use within the common event based on player level. Is there a way for a conditional branch to determine if the player is greater than or equal to 8 but less than or equal to 11?

Plugins? Common Events?
 
Last edited:

PAC918

Towns Guard
@eivl I can't seem to find what you mean. I can see Item Core and its <Random Variance: x> possibly being used but I couldn't get it to work in the notetag for my items.
As far as using Auto Passive States...I did not see an entry for that at all. Maybe its too early in the day for me at the moment.
[doublepost=1446745584,1446733744][/doublepost]New method in place but still need help. First post has been adjusted.
 

Maebius

Knight
Xy$
0.00
Is there a way for a conditional branch to determine if the player is greater than or equal to 8 but less than or equal to 11?
That's actually pretty simple, with a nested Conditional. Will try to describe it since nowhere near my MV to take screenshot.
Code:
Define  VARIABLE = Actor.level    (forget how you do that, is fairly straightforward in event editor)
Define RANDVAR as a random(1-4)

If  VARIABLE > 9 {
        if VARIABLE < 12 {
                  ...do stuff here...
                  if RANDVAR == 1  {
                     MaxHP  = MaxHP + (Actor.level*2)
                  }
                  if RANDVAR == 2  {
                     MaxMP  = MaxMP + (Actor.level*2)
                  }
                  if RANDVAR == 3  {
                     Attk  = Attk + (Actor.level*2)
                  }
                  if RANDVAR == 4  {
                     Def  = Def + (Actor.level*2)
                  }
       }
}
You can also put whatever }Else{ clauses in there if you want too, depending on what you were after. Or use some other randomized number to add instead of (Actor.Level * 2), or such.
Make sense? :)
 
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Ngaboru

Villager
Xy$
0.00
I dont know if i understood you well, but i think what you need is in control variables->select your variable for stats->
operation-> mul (multiply)
operand->game data-> actor level
This multiplies the variable by the level of the actor
 
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