Battle Stats

Yanfly Engine 6 – Battle Stats

Last Updated: 2011.11.19
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RPG Maker VX by default uses a minimal amount of stats to convey various battle elements. However, for those who wish to use more than just the defaults and for those who wish to have more control over the numbers can use this script to install several new stats and also link together existing stats with new effects!

Existing Stats with New Bonuses

  • ATK – Now provides a bonus effect called Physical Damage Mastery. Any kind of physical damage tends to fluctuate by default in RMVX. With higher ATK, the physical damage mastery is higher causing the fluctuations to be less and remain closer to the upper maximum damage a battler can deal.
  • DEF – Now provides a bonus effect called Physical Damage Reduction. Normally, defense tends to be an overlooked stat in many RPG’s due to how insignificant it becomes near late game. Having higher physical damage reduction will reduce damage taken by a percentage in addition to a flat decrease allowing for high defensive stats to have meaning.
  • INT – Similar to ATK, INT now provides Magical Damage Mastery. Magic-based skills will fluctuate less in damage with higher magical damage mastery allowing them to deal damage closer to their maximum potential.
  • AGI – Aside from affecting turns, AGI never seemed too important in turn based RPG battle systems (including the RMVX default system). Now, AGI also provides a boost to evasion allowing high AGI stats to not only allow characters to act faster but to evade attacks more often.

New Stats and their Bonuses

  • RES – RPG Maker VX originally caused magic damage to share the same defensive stat as physical damage. Now, magic damage has a dedicated defensive stat called RES which also provides Magical Damage Reduction, allowing a percentage of magic damage to be reduced in addition to flat amounts.
  • DEX – When facing targets with high defense, having more ATK may mean very little. Now, with DEX, a percentage of their defense will be ignored as Armour Penetration. DEX also provides a bonus to improving HIT rates for physical attacks.
  • FOC – Similar to DEX, FOC possesses Magical Penetration allowing spells to bypass a percentage of a target’s magical resistance. FOC also provides a unique bonus called Tenaciousness. Having high tenanciousness will reduce the duration of negative status effects applied on a target by enemy units.
  • LUK – In the past, critical hits are rare and unpredictable. However, with the LUK stat, not only is the critical hit rate affectable, the critical damage multiplier is also affected. Having high LUK will increase the chances of landing a critical hit in addition to raising the damage dealt by a critical hit.

Formula-based Stat Leveling

Stats in RPG Maker VX are done completely through the database with little control over how they form. Not only that, stats cannot be adjusted to classes specifically. This script grants lunatic users the flexibility of allowing formula-based stat growth for both actors and classes.

Module Settings

LEVEL_LIMIT
MAXHP_LIMIT
MAXMP_LIMIT
PARAM_LIMIT

This section adjusts the general stat maximums. You may adjust the max limit for HP, MP, and other stats. You may also adjust the maximum level limit, which by default is level 99.

HP_CUSTOM_FORMULA_ACTOR
HP_CUSTOM_FORMULA_CLASS

The HP a battler has represents the amount of damage a battler can take before falling in battle. Here, you can manually adjust the rate at which MaxHP grows using a preset formula if you desire. If you do not wish for an actor or class to have a custom formula, leave the field blank.

If a battler has a custom formula in both the actor and class hashes, then that battler will take the formula of the actor hash over the class hash formula.

MP_CUSTOM_FORMULA_ACTOR
MP_CUSTOM_FORMULA_CLASS

The MP a battler has represents the magic capacity the battler has for casting spells and/or using skills that cost MP. Here, you can manually adjust the rate at which MaxMP grows using a preset formula if you wish. If you do not wish for an actor or class to have a custom formula, leave the field blank.

If a battler has a custom formula in both the actor and class hashes, then that battler will take the formula of the actor hash over the class hash formula.

ATK_STAT_NAME
ATK_MULTIPLIER
ATK_SKILL_CRIT
ATK_PDM_ENABLE
ATK_PDM_FORMULA
ATK_PDM_NAME
ATK_PDM_ABBREV

The ATK stat represents the amount of physical damage dealt by a battler. However, this script provides the ability to provide an optional bonus for the ATK stat called Physical Damage Mastery. With higher PDM, any physical damage will be less variable and deal closer damage to the maximum physical damage possible.

DEF_STAT_NAME
DEF_MULTIPLIER
DEF_PDR_ENABLE
DEF_PDR_FORMULA
DEF_PDR_NAME
DEF_PDR_ABBREV

The DEF stat represents the physical defense a battler has. This provides a flat reduction to the amount of damage dealt. However, this stat can have an optional bonus to reduce the amount of damage dealt by a percent called Physical Damage Reduction. With higher PDR, any physical damage reduced will be more drastic and noticeable.

INT_STAT_NAME
INT_MULTIPLIER
INT_SKILL_CRIT
INT_MDM_ENABLE
INT_MDM_FORMULA
INT_MDM_NAME
INT_MDM_ABBREV

The INT stat (also known as the SPI stat in VX) represents the amount of magical damage potential a battler has. This stat can provide an optional bonus for the INT stat called Magical Damage Mastery. With higher MDM, magical damage will be less variable and deal closer damage to the maximum magical damage possible.

RES_STAT_ENABLE
RES_STAT_NAME
RES_STAT_ABBREV
RES_FORMULA
RES_MULTIPLIER
RES_MDR_ENABLE
RES_MDR_FORMULA
RES_MDR_NAME
RES_MDR_ABBREV

The RES stat does not exist by default. However, it represents the amount of magical defense a battler can have. This stat will provide a flat amount of reduction from magical damage. However, it can also provide an optional bonus to reduce the amount of magical damage dealt by a percent called Magical Damage Reduction. With higher MDR, any magical damage reduced will be more drastic and noticeable.

DEX_STAT_ENABLE
DEX_STAT_NAME
DEX_STAT_ABBREV
DEX_FORMULA
DEX_APN_NAME
DEX_APN_ABBREV
DEX_APN_FORMULA
DEX_HIT_ENABLE
DEX_HIT_BASE
DEX_HIT_FORMULA
DEX_HIT_NAME
DEX_HIT_ABBREV

The DEX stat does not exist by default. This stat allows for a certain amount of DEF to be bypassed when executing physical attacks called Armour Penetration. With more APN, physical defense will be less noticeable against a target. This stat also provides an optional bonus to raise physical HIT Accuracy.

FOC_STAT_ENABLE
FOC_STAT_NAME
FOC_STAT_ABBREV
FOC_FORMULA
FOC_MPN_NAME
FOC_MPN_ABBREV
FOC_MPN_FORMULA
FOC_TEN_ENABLE
FOC_TEN_FORMULA
FOC_TEN_NAME
FOC_TEN_ABBREV

The FOC stat does not exist by default. This stat allows for a certain amount of RES to be bypassed when executing physical attacks called Magic Penetration. With more MPN, magical resistance will be less noticeable against a target. This stat also provides an optional bonus called Tenacity. TEN reduces the duration a negative status effect lasts by a percentage.

LUK_STAT_ENABLE
LUK_STAT_NAME
LUK_STAT_ABBREV
LUK_FORMULA
LUK_MULTIPLIER
LUK_CRM_NAME
LUK_CRM_ABBREV
LUK_CRM_FORMULA
LUK_CRM_LIMIT
LUK_CRI_ENABLE
LUK_CRI_BASE
LUK_CRI_FORMULA
LUK_CRI_NAME
LUK_CRI_ABBREV

The LUK stat does not exist by default. This stat allows for battlers to raise their critical damage by a percentage. LUK will also be added onto critical damage as a flat bonus. This stat provides an optional bonus to raise the Critical Rate. With a higher CRI, the higher the likelihood of landing a critical hit.

AGI_STAT_NAME
AGI_EVA_ENABLE
AGI_EVA_BASE
AGI_EVA_FORMULA
AGI_EVA_NAME
AGI_EVA_ABBREV

The AGI stat represents how quick a battler acts in battle. With higher agility, the battle performs an action faster. This stat can have an optional bonus to boost evasion.

Quick Notebox Tags

For Item Noteboxes

<stat boost: +x>
<stat boost: -x>
Using this item on a target will raise its stat by a set amount. Similar to the parameter increase property but allows a number larger than 9999 and also allows for multiple increases for different stats on one item. Replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK, or AGI.

For Weapons and Armour Noteboxes

<stat: +x>
<stat: -x>
This will allow the equipment to have increased bonus of a particular stat by a set amount. You can replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK, AGI, PDM, PDR, MDM, MDR, APN, HIT, MPN, TEN, CRM, CRI, or EVA. This tag also allows you to go past the default limit of 500 imposed by RMVX.

<stat: +x%>
<stat: -x%>
This will allow the equipment to increase a base stat by a percentage rather than a set amount. You can replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK, AGI, PDM, PDR, MDM, MDR, APN, HIT, MPN, TEN, CRM, CRI, or EVA. The percent bonuses will be calculated prior to the set bonuses.

For Enemy Noteboxes

<stat: x>
This changes an enemy’s base stat to x amount. This allows for the bypass of the original RMVX numeric limits. Replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK, AGI, CRI.

For State Noteboxes

<stat: +x>
<stat: -x>
This will allow a stat to provide a set bonus rather than a percentile bonus of x. Replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK,  or AGI. This will be calculated after applying percent bonuses from other states found on the battler.

<stat: x%>
Causes the state to provide a percentage effect instead of a set effect. Replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK, or AGI. This will be calculated before applying set state bonuses.

<stat: +x%>
<stat: -x%>
These tags are specifically used for the more unique stats. Replace “stat” with PDM, PDR, MDM, MDR, APN, HIT, MPN, TEN, CRM, CRI, or EVA. The bonuses provided are flat boosts despite the fact the tags have a % within them.

<ignore tenacity>
If the tenacity stat is used and if this tag exists on a state, the tenacity effect is ignored meaning that no duration reductions will occur.

<reverse tenacity>
If the tenacity stat is used and if this tag exists on a state, tenacity will have a reverse effect on the state causing it to have an increase in duration as opposed to a duration decrease.

And that’s all, folks!

18 comments on “Battle Stats

  1. I’ll be ditching Odds/Aggro this time around. Honestly, I would prefer to have better A.I. over an odds/aggro system.

  2. Looking over the script, I see the normal damage calculation is actually modified within this script. Does that spell out that you likely won’t be releasing the Y6 Battle script? (holding out for VXace?)

    I’m glad to see that you utilized the concept of “mastery and reduction” or however you called it. I personally scripted out similer effects for almost this entire script, except a lot less organized. Started with the realization that I wanted agility to affect evasion… and escalated from there XD

    Yanfly/Wong, good job with this. Looks a lot better than I did :)

    • Please read the descriptions. The mastery stats do different things depending on the core stat. In general they affect the final outcome of damage inflicted or damaged received based on the stat.

  3. New stat’s are awesome. They would make game more interesting, and a little more harder, but something is missing in Luck state. I don’t know if you will add this or not, but i’m suggesting to add to luck state drop rate thingy. That would be cool ^^ (and tag for item that will double drop rate without affecting luck)

  4. I would really like an update of battle engine zealous i’m using it right now because i want to give more custom things to the default battle system.

  5. in your description, you have listed all stats for use in equipment tags (including mdm, mdr, cri, etc), but only the main ones are used to modify base stats with equipment (maxhp, maxhp, atk, def, spi, agi, dex, res, foc, luk) in Game_Actor. Also you have ATK_SKILL_CRIT and INT_SKILL_CRIT, but it doesn’t affect anything.

    • Wow, that’s embarrassing. I added in those constants and then forgot to script in the code for them… Thanks for pointing it out, haha.

      o 2011.11.19 – Finally finished features for equipment bonuses for bonuses and added working skill critical hits.

  6. Great scripts. I’m wondering if you plan to create a new equipping scene to facilitate the new stats, or are you gonna just hang tight for VXace?

  7. When I plugged in the script, there was no icons visible.

    Is there going to be a Icon Module 6 for the scripts or could your edit the Icon Module script itself?

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