Posts: 16
Threads: 3
Joined: May 2012
06-26-2012, 03:09 AM
(This post was last modified: 06-26-2012, 03:09 AM by Erechel.)
(05-16-2012, 06:49 AM)DerVVulfman Wrote: Kitsune isn't very plug-and-play. Whoever uses it plans to create a whole new parameter that RMXP doesn't have in any part of the default scripts. For current scripts, it's not something that can be 'patched'.
However (and as an example), let's assume you have a constitution parameter (or Const), and you wish to add it along with Jobs. You have this in your JobStatModCFG module:
Code:
p_max = p_maxsp = p_str = p_dex = p_agi = p_int =
.... .... = 1.0
case id
add p_const and m_const values to this code
And then, with case blocks like this...
Code:
when 1 # ClassID[1] - Warrior
p_maxhp = 0
p_maxsp = 0
...... and etc[/code] It is here you would also add
Code:
m_int = 0.7
p_const = 0
m_const = 1.2
... adding your static and dynamic multipliers.
Then, you add your
Code:
JobStatModCFG.job_stat_mod(@class...
in with the code you'd make for the Constitution parameters.

Now that i've solved the compatibility problems, how can I use it? Charisma could be very useful if i couldmanage to link it to a variable, but it isn't obvious or explained a way to do it. Same problem with the STAT_DISTRIBUTION_SYSTEM: I don't know how to assign the points to the new parameters. I know now how to display it in my game, because i can manage nicely the windows_ base, but not how to do something more or less useful without extensive script abilities.