设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 60|回复: 0

[转载发布] Human Instincts (stats)

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    开心
    2026-7-12 04:10
  • 签到天数: 209 天

    连续签到: 2 天

    [LV.7]常住居民III

    8067

    主题

    864

    回帖

    3万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    30141
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    39102

    灌水之王

    发表于 5 天前 | 显示全部楼层 |阅读模式
    DMV Human Instincts (stat)

    By Dekita

     ​

    Information:

    This system creates two new stats, survival instinct, and killer instinct. Naturally, these statistics are heavily based on the well known animalistic attributes of humans (and almost all other creatures...).

    Features:

    ☆ Survival Instinct
    This stat takes effect when the battlers has a combined hp && mp. When hp and mp rates combined are below 1.0, survival instinct kicks in and all other stat values are then increased in accordance with the formula. If you have higher svi stat value, the increase of other stats (when svi kicks in) is also higher.

    ☆ Killer Instinct
    This stat also takes effect when the battler has combined low hp && mp. When hp and mp rates combined are below 1.0, kli kicks in and all damage dealt (from attacks and heals) is increased. If you have higher kli stat value, the aforementioned increase of damage (when kli active) is also higher.

    You can increase both svi, and kli via notetags on actors, classes, equip, states and enemies. Be aware however, the default modifications from this system are already quite powerful, so try not overuse these stats as they could severely imbalance the game if not kept in check. An example of this, would be having some early access equipment with high stat gains for an actor who already has a high human instinct stat level.

    Additionally, you can also use kli and svi within stat formulas, as highlighted below;
    a.kli * 4 - b.svi * 2

    Furthermore, as these statistics can become incredibly powerful very easily, I have limited both of them to 100. So none can ever go above.  


    Lastly, as this system may not be desired for every single battler in the game, I have disabled the features by default. They can re-enabled via notetags used on single items, such as enemies or actors, or alternatively you can turn it back on for all battlers within the plugin manager settings.

    How To Use:

    Once actors / enemies etc have been notetagged, or if all battlers should have the new stats take effect always, the system does the work by itself.  Just has to be included within the project and turned on.

    Download:

    LINK

    Dependencies:


    FAQ:

    N/A

    Credit:

    Dekita


    本贴来自国际rpgmaker官方论坛作者:??????处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/human-instincts-stats.50975/

    本帖子中包含更多资源

    您需要 登录 才可以下载或查看,没有账号?立即注册

    x
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-8-1 11:44 , Processed in 0.120288 second(s), 52 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表