Last Update: 2012.06.13
Get here: Download Link
Requirement: Basic Module – Guardian Pairing
Introduction:
This script provides a new feature for YSE – Guardian Pairing, which boost stats for an actor by Guardian’s attributes.How to Use:
Place this script below Guardian Pairing.
i have problem,
i had off ‘boost stats’, but when i pairing a actor with guardian
actor stats still change, where in my case, DF actor decreased two point,
and the nightmare is stats change permanently… when i un-pair, no change to actor DF
[sorry for my bad english, thanx a lot]
I cant understand @_@
He is right. Max HP are correctly changed, but not current HP. You do not notice this because you first have to heal the guy.
How to reproduce the bug:
1) pair a guardian; let’s say actor had 100 max HP now he has 600 max HP;
2) heal the actor. Now he has 600/600 HP.
3) unpair. Now the actor has 600/100 HP, which is a bug. You should basically do a check to see if current HP exceeds max HP, or simply healing the party, etc.
The best thing ever, though, should be changing the HP proportionally, in percentage, this way:
start: actor 8/10 HP, Guardian boosts 30 HP
you pair guardian and actor
result: actor 32/40 HP
you unpair the guardian
result: actor 8/10 HP
in Script: Guardian Boost Stats
:stats => false,
but actor stats still change when pair with guardian, and is permanently.
when i un-pair, actor stats don’t back to original stats
I don’t get that issue @_@. Can you send me your demo ?
where i can send my demo?
i try to upload, but still fail.
my internet connection is bad T_T
Well, you can use dropbox or mediafire @_@
ok, i try again to upload
The best thing ever, though, should be changing the HP proportionally, in percentage, this way:
start: actor 8/10 HP, Guardian boosts 30 HP
you pair guardian and actor
result: actor 32/40 HP
you unpair the guardian
result: actor 8/10 HP
Did it myself.
#————————————————————————–
# new method: pair
#————————————————————————–
def pair(guardian)
return if guardians.include?(guardian)
rate = hp.to_f / mhp.to_f
clear_guardians
@guardians.push(guardian.id)
guardian.pair_actor = self.id
refresh
@hp = (mhp * rate).round
end
Got a question dealing with this… I have though that there could be 2 types of guardians… Monsters that imbue elemental stats, abilities and traits and mentors that imbue physical stats, abilities, traits AND the ability to use other types of weapons to the player character.
I do not know if that is possible with the guardian scripts, and how I could get it to work if it is possible to do that with this script series..
Any help would be appreciated.
er… ignore my last question I found out that I could get them to work… Sorry for the previous stupid question.
I have one other question though. How would one link all stats except for hit points and magic points? (I do not want those to to increase when linking.)
Update 2012.06.13:
– You can adjust which Stats will be injected.
The arrow between the old stat and the new stat isn’t working right. It comes up with a square-shaped ascii character right in front of it. Anyone else having that problem?
^Same problem as above
Also, any way to easily modify stats alteration screen with colors? Like, for example, to make stats which are buffed upon pairing to appear in green, while non-buffed ones to remain white?
And, is it possible to DEBUFF certain stats upon pairing?
I had the same problem as above, i know to post is a bit old (6 months) but if someone is still looking for a solution, there’s one that worked for me :
find these lines :
#————————————————————————–
# changed_param
#————————————————————————–
def changed_param(param_id)
result = “”
result += @actor.param(param_id).to_s
return result if @temp_actor.nil?
return result if @temp_actor.guardians == @actor.guardians
result += “→” + @temp_actor.param(param_id).to_s
return result
end
end # Window_GuardianPairStatus
I just replaced what was between the 2 ” (I think it was a ‘) by an arrow and it worked out, don’t ask me why.
I hope it will help some people, eventhough I posted6 months after …
Thanks! This helped my problem 🙂