Last Update: 2012.01.13
Script Download
This script allows to a higher control over the traits. You can set traits to be active only if certain conditions are met or add and remove traits manually with comment calls.
Requires the Victor Engine – Basic Module
Comment calls note tags:
Tags to be used in events comment box, works like a script call.
<actor add trait x: info>
Adds a trait to an specific actor
x : actor ID
info : trait info (check trait list for details)
<actor remove trait x: info>
Removes a trait to an specific actor
x : actor ID
info : trait info (check trait list for details)
<enemy add trait x: info>
Adds a trait to an specific enemy
x : enemy troop index
info : trait info (check trait list for details)
<enemy remove trait x: info>
Removes a trait to an specific enemy
x : enemy troop index
info : trait info (check trait list for details)
Actors, Classes, Wapons, Armors, States and Enemies note tags:
Tags to be used on Actors, Classes, Wapons, Armors, States and Enemies
note boxes.
<trait switch on x: info> <trait switch off x: info>
Trait will be active if the switch set is on of off.
x : switch ID
info : trait info (check trait list for details)
<trait variable x higher y: info> <trait variable x equal y: info> <trait variable x lower y: info> <trait variable x different y: info>
Trait will be active if the variable x meets the condition when compared
with value y.
x : variable ID
y : value (can be evaluted)
info : trait info (check trait list for details)
<trait stat higher x: info> <trait stat equal x: info> <trait stat higher x%: info> <trait stat equal x%: info> <trait stat lower x: info> <trait stat different x: info> <trait stat lower x%: info> <trait stat different x%: info>
Trait will be active if the stat set meets the condition when compared with
value y. You can use any stat available for the battler, even custom ones.
stat : stat name (maxhp, maxmp, maxtp, hp, mp, tp, atk, def, mat…)
x : value (can be evaluted), % value can only be used with
the stats “hp”, “mp” and “tp”
info : trait info (check trait list for details)
<trait custom: info> string string </trait customn>
You can set a custom condition based on script code. Replace the string
withe the script code that will be evaluted.
info : trait info (check trait list for details)



















Error 404 when I try to download it
Check if it’s working now
Yup, it does :3
I think it would be useful with my game
Maybe it’s just me doing something wrong, but when i make a comment call to add a trait to an actor, i get no effect.
That’s what i wrote in the event’s comment:
I also tried with some examples you wrote, but they don’t work.
Also tried on a new project.
I also have the most recent Basic Module.
don’t add < and > when adding the codes here since de blog consider it a html tag and don’t display.
I’ve made some checks here and it worked with all traits i tried to add, since there is too many traits, maybe some are broken so the most detailed info you give, the better.
Oh yeah, anyways, i actually tried every trait possible, writing like this in events comment box: actor add trait 6: basic param, 4, 145
this is just an example, but even copying some traits that you wrote as examples just doesnt work.
it’s very odd, i just copy/pasted this code and it worked fine.
For party ability, 5. You have it listed as double experience, but it’s actually double item drop right?
Um… think you can add on a double experience trait? :3
I haz 2 questions
1: While using a class changing script (Which i have a ton of classes and abilities for each one), would there be a way to make a actor completely forget all the abilities of a class when he changes to a different one?
2: I have all my TP abilities under one skill type, how would I go about hiding the entire TP type command from the battle command window until the actor has enough tp to use them?
Thanks in advance
I had tried doing this, but it keep appearing in my command window even without the required tp.