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Enemy Stats Breaker.

Introduction
This script allow to customize the Enemy/Monster Stats even higher then the allowed.
you can use precent for item drop rate like 0.02.
using even over to 99999 HP and more!
By just easily configuring it in the script.
it took me just 5 minutes so have fun!

The Script
RMXP Version:
#===============================================================================
# * Monster Database re-arranger
#===============================================================================
# By: Kono
# Requested By: Private_Boy from FXP.co.il
#===============================================================================
# Custom Monster MaxHP
# Custom Monster MaxSP
#==============================================================================
class Rearrange_Data
def initialize
 
@monster_maxhp = { # Custom Monster MaxHP
1 => 999999, # Monster No 1
2 => 200000, # Monster No 2
}
@monster_maxsp = {} # Custom Monster MaxSP
@monster_agi = {} # Custom Agility
@monster_dex = {} # Custom DEX
@monster_str = {} # Custom STR
@monster_int = {} # Custom INT
@monster_atk = {} # Custom atk
@monster_pdef = {} # Custom Physical Deffense
@monster_mdef = {} # Custom Magical Deffense
@monster_exp = {} # Custom EXP
@monster_gold = { # Custom Monster Gold
3 => 4,
}
@monster_treasure_rate = {} # Custom Treasure Rate

# Setup New Data for the custom Monster MaxHP
@monster_maxhp.values.each do |monster|
  $data_enemies[@monster_maxhp.index(monster)].maxhp = monster
end

# Setup New Dtata for the custom Monster MaxSP
@monster_maxsp.values.each do |monster|
  $data_enemies[@monster_maxsp.index(monster)].maxsp = monster
end

# Setup new Data for the new custom Monster Agility
@monster_agi.values.each do |monster|
  $data_enemies[@monster_agi.index(monster)].agi = monster
end

# Setup new Data for the new custom Monster Dextirity
@monster_dex.values.each do |monster|
  $data_enemies[@monster_dex.index(monster)].dex = monster
end

# Set custom STR
@monster_str.values.each do |monster|
  $data_enemies[@monster_str.index(monster)].str = monster
end

# Set custom INT
@monster_int.values.each do |monster|
  $data_enemies[@monster_int.index(monster)].int = monster
end

# Set custom ATK
@monster_atk.values.each do |monster|
  $data_enemies[@monster_atk.index(monster)].atk = monster
end

# Set custom Physical Def
@monster_pdef.values.each do |monster|
  $data_enemies[@monster_pdef.index(monster)].pdef = monster
end

# Set custom Magical Def
@monster_mdef.values.each do |monster|
  $data_enemies[@monster_mdef.index(monster)].mdef = monster
end

# Set custom EXP
@monster_exp.values.each do |monster|
  $data_enemies[@monster_exp.index(monster)].exp = monster
end

# Set custom Gold
@monster_gold.values.each do |monster|
  $data_enemies[@monster_gold.index(monster)].gold = monster
end

# Set custom Treasure Rate
@monster_treasure_rate.values.each do |monster|
  $data_enemies[@monster_treasure_rate.index(monster)].treasure_prob = monster
end

end # End Definition
end # End Classs

class Scene_Title
  alias n_game command_new_game
  def command_new_game
    Rearrange_Data.new # Data Modifier
    n_game
  end
end
RMVX Version:
#===============================================================================
# * Monster Database re-arranger
#===============================================================================
# By: Kono
# Requested By: Private_Boy from FXP.co.il
#===============================================================================
# Custom Monster MaxHP
# Custom Monster MaxSP
#==============================================================================
class Rearrange_Data
def initialize
 
@monster_maxhp = { # Custom Monster MaxHP
1 => 999999, # Monster No 1
2 => 200000, # Monster No 2
}
@monster_maxsp = {} # Custom Monster MaxSP
@monster_agi = {} # Custom Agility
@monster_spi = {} # Custom Spirit
@monster_atk = {} # Custom atk
@monster_def = {} # Custom Physical Deffense
@monster_exp = {} # Custom EXP
@monster_gold = { # Custom Monster Gold
3 => 4,
}
@monster_treasure_rate = { # Custom Treasure Rate
1 => [3,2],
2 => [1,4],
}

# Setup New Data for the custom Monster MaxHP
@monster_maxhp.values.each do |monster|
  $data_enemies[@monster_maxhp.index(monster)].maxhp = monster
end

# Setup New Dtata for the custom Monster MaxSP
@monster_maxsp.values.each do |monster|
  $data_enemies[@monster_maxsp.index(monster)].maxsp = monster
end

# Setup new Data for the new custom Monster Agility
@monster_agi.values.each do |monster|
  $data_enemies[@monster_agi.index(monster)].agi = monster
end

# Setup new Data for the new custom Monster Spirit
@monster_spi.values.each do |monster|
  $data_enemies[@monster_spi.index(monster)].spi = monster
end

# Set custom ATK
@monster_atk.values.each do |monster|
  $data_enemies[@monster_atk.index(monster)].atk = monster
end

# Set custom Def
@monster_def.values.each do |monster|
  $data_enemies[@monster_def.index(monster)].def = monster
end


# Set custom EXP
@monster_exp.values.each do |monster|
  $data_enemies[@monster_exp.index(monster)].exp = monster
end

# Set custom Gold
@monster_gold.values.each do |monster|
  $data_enemies[@monster_gold.index(monster)].gold = monster
end

# Set custom Treasure Rate
@monster_treasure_rate.values.each do |monster|
  if monster.size == 2
  $data_enemies[@monster_treasure_rate.index(monster)].drop_item1.denominator = monster[0]
  $data_enemies[@monster_treasure_rate.index(monster)].drop_item2.denominator = monster[1]
  end
  if monster.size == 1
  $data_enemies[@monster_treasure_rate.index(monster)].drop_item1.denominator = monster[0]
  end
end

end # End Definition
end # End Classs

class Scene_Title
  alias n_game command_new_game
  def command_new_game
    Rearrange_Data.new # Data Modifier
    n_game
  end
end
Features:
  • MaxHP,MaxSP modification
  • Base Stats Modification (AGI,STR,DEX,INT)
  • Treasure Chance Modification
  • Magical/Physical Defence Modification
  • EXP/Gold Modification

Have fun, and good day from Kono!
 
nowayskill":bnr8v01n said:
With this script the maximum is higher you can set MaxHP for only 99,000
when you use mine you can set it into a million...
Oh okay then. You'd better call this script "Break Monster Max HP limit" or more people would tell you the same thing I did.
 
Makasu":k3otoso6 said:
Aren't those VX screenshots? I'm under the impression that this is a script for XP not VX.
Does it make a difference? Tell me in what way it makes a difference. I'm not sure, I mean, I've only been using XP twice as long as I've been using VX, but I do believe XP has the same options for Enemy Max HP and SP.
 
Xilef":1noc2zlf said:
Makasu":1noc2zlf said:
Aren't those VX screenshots? I'm under the impression that this is a script for XP not VX.
Does it make a difference? Tell me in what way it makes a difference. I'm not sure, I mean, I've only been using XP twice as long as I've been using VX, but I do believe XP has the same options for Enemy Max HP and SP.
eh, not really but I'll make one for VX...
 
You added the other stats, as well as experience, gold, and item drop rates? Cool!

I definitely have a project or two I could throw this into. Gotta have that uber boss...

Thanks!
 
Xilef":2i2433te said:
Makasu":2i2433te said:
Aren't those VX screenshots? I'm under the impression that this is a script for XP not VX.
Does it make a difference? Tell me in what way it makes a difference. I'm not sure, I mean, I've only been using XP twice as long as I've been using VX, but I do believe XP has the same options for Enemy Max HP and SP.
Whoa calm down cowboy. I was just confused is all. I didn't know whether the script was for XP or VX because of your screens is all!

I don't use VX so I was just curious as to what this was for absolutely.
 

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