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MVHuman Instincts (stats)

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: Human Instincts (stats)
  • Original author: ??????
  • Original date: November 19, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/human-instincts-stats.50975/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Releases (RMMV)

Summary

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

Archived First Post

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:

  • MvCommons
  • DMV Core

FAQ:

N/A

Credit:

Dekita

Features Mentioned

  • 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.
  • 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:
  • MvCommons
  • DMV Core
  • FAQ:
  • N/A

Downloads / Referenced Files

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License / Terms Note

Credit: Dekita

Creator Claims / Removal

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