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Calling a base stat parameter

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Calling a base stat parameter
  • Original author: KeenWolf
  • Original date: January 26, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/calling-a-base-stat-parameter.55750/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

I would like to know if it is possible to pull information from the Classes.JSON file. What I am attempting to do is use Yanfly's armor scaling plugin to create a formula that uses the base defense of a class to calculate damage reduction. The formula I'm attempting is: armor = (target.def / (target.base_def + target.level)) * 100. The problem is obviously with target.base_def. I'm very new to rpg maker when it comes to scripting so I don't know how to look into the files myself so I ask if there...

Archived First Post

I would like to know if it is possible to pull information from the Classes.JSON file. What I am attempting to do is use Yanfly's armor scaling plugin to create a formula that uses the base defense of a class to calculate damage reduction. The formula I'm attempting is: armor = (target.def / (target.base_def + target.level)) * 100. The problem is obviously with target.base_def. I'm very new to rpg maker when it comes to scripting so I don't know how to look into the files myself so I ask if there is a way to call a class's base parameters in the notebox like this. This is important to make armor in the game more valuable while at the same time prevent an enemies attack from ever being 0 or so small that it might as well be 0.


This screen shot is of the enemies basic attack which should make an enemy that has 25 atk deal ~100 dmg. That damage should be decreased based on the armor formula in the notebox which if the target actor is level 1 and has a base def of 14 and a current defense of 26 it will do a calculation of: armor = (26 / (14 + 1)) * 100 = 173.33. This number then goes into Yanfly's armor scaling formula of: damage *= 100 / (100 + armor) which in this case would be 100 *= 100 / (100 + 173.33) = 37 damage dealt. That amounts to 63% damage reduction where as without that 12 additional defense the damage reduction would only be 48%. I'm looking to create a flexable armor system that makes building armor a viable strategy while not letting it get too powerful.


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If anyone reading this is confused as to what I am asking I would like to know if it is possible to call the base defense parameter to be put into a plugin rather than try and put it into the damage formula box which I already know can't be done.


Here is Yanfly's Page: http://yanfly.moe/2015/11/28/yep-33-armor-scaling/

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