Attack without Weapon and personal ATK/PDEF/MDEF/EVA statistics

Authors: PrinceEndymion88
Version: 0.1
Type: Actor Add-on

Introduction
This script was created for who want to insert, in their project, the possibility to have a base attack, phisical defence, magical defence and evasion. So your hero, for example, can attack without a weapon and can defence himself without an armor.

Features
-You can customize your hero base attack power
-You can customize your hero base phisical defence
-You can customize your hero base magical defence
-You can customize your hero base evasion
-You can select a personal animation for the attack without weapon or you can choose a default one.

Updates:
v0.2: Now you could define a default base attack value, a default phisical defence value, a default magical defence value and a default evasion value for those heroes which haven’t a personalized value for the calculation of statistics.

Screenshots
None

Demo
(v0.2)

(v0.1)

Script:
##Attack without Weapon and personal ATK/PDEF/MDEF/EVA statistics
##Created by PrinceEndymion88
##http://sailormoonanotherstory2.altervista.org
##version 0.2
##Thanks to ValentinoAvon for his base script

#{ID_HERO => ID ANIMATION}
#Instruction:
#First of all copy the script above Main
#This define the animation displayed when an hero have no weapon assigned.
#For example, if you want to assign the animation 386 at hero 1 you have to insert 1=>386
#You have to use comma to separe every personal animation.
#For example ANIMATION_NO_WEAPON = {1=>386, 2=>300, 3=>150}
#Istruzioni:
#Prima di tutto copiare lo script sopra Main
#Questa parte definisce l'animazione visualizzata quando un eroe attacca e non ha un'arma assegnata.
#Per esempio, se vuoi assegnare l'animazione 386 all'eroe 1 dovrai inserire 1=>386
#Devi usare la virgola per separare ogni animazione personalizzata
#Per esempio ANIMATION_NO_WEAPON = {1=>386, 2=>300, 3=>150}
ANIMATION_NO_WEAPON = {1=>10, 5=>11}

#Here you can define the default animation for the heroes which have no animation assigned.
#Qui potrai definire l'animazione personalizzata per gli eroi che non ne hanno una assegnata
ANIMATION_NO_WEAPON_DEFAULT = 12

#Here you have to insert the multiplier for your personal statistics.
#ATK, PDEF, MDEF and EVA will be calculated with the following formula:
#ATK= HERO_LEVEL * MULTIPLIER_ATK (for example if your hero level is 25 and your MULTIPLIER_ATK is 2, at level 25 your hero will have a base attack = 50)
#PDEF = HERO_LEVEL * MULTIPLIER_PDEF (for example if your hero level is 25 and your MULTIPLIER_PDEF is 3, at level 25 your hero will have a base phisical defence = 75)
#MDEF = HERO_LEVEL * MULTIPLIER_MDEF (for example if your hero level is 25 and your MULTIPLIER_MDEF is 2, at level 25 your hero will have a base magical defence = 50)
#EVA = HERO_LEVEL * MULTIPLIER_EVA (for example if your hero level is 25 and your MULTIPLIER_EVA is 4, at level 25 your hero will have a base evasion = 100)
#Naturally if you equip your hero with weapons or armor, statistics will be summet to base statistics (base statistics + additional statistics)
#Qui dovrai inserire i moltiplicatori per le tue statistiche personali
#Attacco (ATK), Difesa fisica (PDEF), Difesa magica (MDEF) ed evasione (EVA) verranno calcolate con la formula seguente:
#ATK= HERO_LEVEL * MULTIPLIER_ATK (per esempio se il tuo eroe è al livello 25 e il valore MULTIPLIER_ATK è 2, al livello 25 avrà un attacco base pari a = 50)
#PDEF = HERO_LEVEL * MULTIPLIER_PDEF (per esempio se il tuo eroe è al livello 25 e il valore MULTIPLIER_PDEF è 3, al livello 25 avrà una difesa fisica pari a = 75)
#MDEF = HERO_LEVEL * MULTIPLIER_MDEF (per esempio se il tuo eroe è al livello 25 e il valore MULTIPLIER_MDEF è 2, al livello 25 avrà una difesa magica pari a = 50)
#EVA = HERO_LEVEL * MULTIPLIER_EVA (per esempio se il tuo eroe è al livello 25 e il valore MULTIPLIER_EVA è 4, al livello 25 avrà un valore di evasione pari a = 100)
#Naturalmente se equipaggerai il tuo eroe con armi o armature le statistiche verranno sommate a quelle base
MULTIPLIER_ATK = {1=>2, 5=>3}
MULTIPLIER_PDEF = {1=>3, 5=>2}
MULTIPLIER_MDEF = {1=>2, 5=>3}
MULTIPLIER_EVA = {1=>4, 5=>5}
#In base puoi definire un valore di attacco di base, un valore di difesa fisica di base, un valore di difesa magica di base e un valore di evasione di base per quegli
#eroi che non hanno alcun valore personalizzato per il calcolo delle statistiche
#Below you could define a default base attack value, a default phisical defence value, a default magical defence value and a default evasion value for those heroes
#which haven't a personalized value for the calculation of statistics.
MULTIPLIER_ATK_DEF = 5
MULTIPLIER_PDEF_DEF = 5
MULTIPLIER_MDEF_DEF = 5
MULTIPLIER_EVA_DEF = 5

class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Define Attack Power with and without weapon #-------------------------------------------------------------------------- def base_atk n = 0 weapon = $data_weapons[@weapon_id] n += weapon.atk if weapon != nil if MULTIPLIER_ATK[@actor_id] != nil n += (@level *MULTIPLIER_ATK[@actor_id]) else n += (@level * MULTIPLIER_ATK_DEF) end return n end alias personal_animation2_id animation2_id def animation2_id weapon = $data_weapons[@weapon_id] if ANIMATION_NO_WEAPON[@actor_id] != nil return ANIMATION_NO_WEAPON[@actor_id] if weapon == nil else return ANIMATION_NO_WEAPON_DEFAULT if weapon == nil end personal_animation2_id end #-------------------------------------------------------------------------- # * Define Physical Defense with and without weapon/armor #-------------------------------------------------------------------------- def base_pdef n = 0 weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] pdef1 = weapon pdef2 = armor1 != nil ? armor1.pdef : 0 pdef3 = armor2 != nil ? armor2.pdef : 0 pdef4 = armor3 != nil ? armor3.pdef : 0 pdef5 = armor4 != nil ? armor4.pdef : 0 n += weapon.pdef if weapon != nil if MULTIPLIER_PDEF[@actor_id] != nil n += (@level *MULTIPLIER_PDEF[@actor_id]) else n += MULTIPLIER_PDEF_DEF end return n + pdef2 + pdef3 + pdef4 + pdef5 end #-------------------------------------------------------------------------- # * Define Magic Defense with and without weapon/armor #-------------------------------------------------------------------------- def base_mdef n = 0 weapon = $data_weapons[@weapon_id] armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] mdef1 = weapon mdef2 = armor1 != nil ? armor1.mdef : 0 mdef3 = armor2 != nil ? armor2.mdef : 0 mdef4 = armor3 != nil ? armor3.mdef : 0 mdef5 = armor4 != nil ? armor4.mdef : 0 n += weapon.mdef if weapon != nil if MULTIPLIER_MDEF[@actor_id] != nil n += (@level *MULTIPLIER_MDEF[@actor_id]) else n += MULTIPLIER_MDEF_DEF end return n + mdef2 + mdef3 + mdef4 + mdef5 end #-------------------------------------------------------------------------- # * Define Evasion Correction with and without armor #-------------------------------------------------------------------------- def base_eva n = 0 armor1 = $data_armors[@armor1_id] armor2 = $data_armors[@armor2_id] armor3 = $data_armors[@armor3_id] armor4 = $data_armors[@armor4_id] eva1 = armor1 != nil ? armor1.eva : 0 eva2 = armor2 != nil ? armor2.eva : 0 eva3 = armor3 != nil ? armor3.eva : 0 eva4 = armor4 != nil ? armor4.eva : 0 if MULTIPLIER_EVA[@actor_id] != nil n += (@level *MULTIPLIER_EVA[@actor_id]) else n += MULTIPLIER_EVA_DEF end return n + eva1 + eva2 + eva3 + eva4 end end

Instructions
-Instructions are in the script.

Credits and Thanks
-ValentinoAvon

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