nowayskill
Member
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:
RMVX Version:
Features:
Have fun, and good day from Kono!
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
# * 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
#===============================================================================
# * 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
# * 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
- 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!