I make and play games - playing games I use as a reward for reaching specific milestones within my various development projects. I've played a wide variety of games, having started at the tender age of three and worked my way up over the years so that, at one point, I was actually going out of my way to find the original games (cartridges, CDs, whatever) to play.

All games I elect to review must be 'Complete' status (though games still in the process of clearing out bugs are fine and will be noted in the review itself). These games must have a download on RMN (as I pass them to my Dropbox queue) and need to be self contained - everything I need to play should be in the download, without needing to install anything (including RTPs; we aren't living in the days of slow connections anymore, people). You should also have any fixes in the download, not something I have to look through the comments for - I'm going to be avoiding them like the plague until I've finished the review.

When I review a game, I try to play as much of it as I can possibly stand before posting the review - I make notes/write part of the review as I'm playing, so a lot of what goes into the review is first impressions of sections. I'm also not a stickler - things don't have to be perfect - but I've seen many examples of things not done perfectly but, at the same time, not done horribly. I rate five categories on a scale from 1 to 10: Story, Graphics, Sound, Gameplay & Pacing, and Mapping & Design. 5 is average to me, so it's not necessarily saying that category is bad - it's saying it's middle of the road. Games within the same editor are compared to one another, not games across editors (I'm not going to hold an RM2k game to the same standards as a VX Ace game due to system limitations, but I won't let it hold back the RM2k game's rating) - unless the game is part of a series across multiple editors.
Legion Saga X - Episode ...
A fan updated version of the RPG Maker 2000 classic


[RM2k3] Accessing Stats in Battle

So, I realized working on my secondary project that there's something I've come to take for granted in RGSS-based scripting - the ability to lookup and alter battler stats on the fly.

While working on A Fatal Hope, I've been trying to find a way to accomplish a certain task, and, coming down to it, it requires me to be able to alter statistics of actors and monsters while the battle is running (monster statistics being the required portion for this). I need more than just the doubling/halving conditions give (my patchwork temporary solution, which will become the permanent solution if I can't solve this uses a condition), but I need to be able to alter statistics without having a monster/actor waste their turn (ie. statistics automatically change).

I can't seem to find a way to do this in default RM2k3, and while looking at DynRPG, there appears to be existing functions to get the statistics, but no existing functions to set the statistics.

So, to the point:

1) Is there an existing way to automatically alter statistics in battle, whether with a plug-in or whatever?
2) If there isn't, would it be possible to do it in DynRPG (or another RM2k3 scripting setup)?
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