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Cornered Battle Statistics

Version 1.00

Glitchfinder's Cornered Battle Statistics is a script intended to spice up any battle. It allows a programmer to dynamically change the player's or an enemy's battle statistics based upon their remaining HP. The less HP is left, the more pronounced the change.

Features

Screenshots

This script has no visual elements to it. Therefore, screenshots are useless.

Script

The XP script can be found here, while the VX version can be found here.

Instructions

For the RPG Maker VX version of these instructions, please see the script, found above.

Place this script above Main, and below the default scripts. (I realize this is obvious to most, but some people don't get it.)

To change the default percentage of HP at which an enemy will start experiencing stat changes, edit the values in the Enemy_Percent array within the Conrnered_Stats module. Each value corresponds to a specific enemy, with the first being enemy 001 (The default is Ghost), the second being enemy 002 (Basilisk), and so on.

To change the default percentage of HP at which an actor will start experiencing stat changes, edit the values in the Actor_Percent array within the Cornered_Stats module. This array follows the same rule as the Enemy_Percent array mentioned above.

To modify the maximum percentage that an enemy's stats can change, edit the values in the Enemy_Percent_Change array in the Cornered_Stats module. The order of the values is Strength, Dexterity, Agility, Intelligence, Attack Power, Physical Defense Power, Magic Defense Power, and Evasion Correction. The first row is the first enemy in the database, (Ghost), the second row is the second enemy in the database (Basilisk), and so on.

To modify the maximum percentage that an actor's stats can change, edit the values in the Actor_Percent_Change array in the Cornered_Stats module. The rules are the same as within the Enemy_Percent_Change array mentioned above.

The percentages placed within the Enemy_Percent and Actor_Percent arrays must be in the decimal forma, while those placed within the Enemy_Percent_Change and Actor_Percent_Change arrays must be placed as a percentage, minus the % symbol.

The percentages in the Enemy_Percent_Change and the Actor_Percent_Change arrays may be either negative or positive, while those placed in the Enemy_Percent and Actor_Percent arrays must be positive.

If you do not want an enemy or actor to recive stat changes, then put nil in the proper location in the Enemy_Percent or Actor_Percent arrays.

If you have designated an enemy or actor as unable to recieve stat changes, you must still define their row in their place in the Enemy_Percent_Change or Actor_Percent_Change arrays by placing a 0 in each stat.

The amount that an enemy's or an actor's stats will change when this script comes into effect depends upon their remaining HP. The remaining HP is divided by the threshhold, and then is multiplied by the percent that the stat can change.(The threshhold is the amount of HP that corresponds to the percent defined in the Enemy_Percent or Actor_Percent arrays of the Cornered_Stats module.)

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