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VXACE$D13x - EVIV 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: $D13x - EVIV Stats
  • Original author: ??????
  • Original date: April 19, 2014
  • Source thread: https://forums.rpgmakerweb.com/threads/d13x-eviv-stats.26181/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)

Summary

$D13x - EVIV Stats Dekita Introduction This script replicates the Ev / Iv feature from the pokemon game series. For those that do not know here is a short explanation...

Archived First Post

$D13x - EVIV Stats
Dekita


Introduction

This script replicates the Ev / Iv feature from the pokemon game series. For those that do not know here is a short explanation...

When each Actor / Enemy is initialized it gains a random IV value for each of its stats. Enemies EV values are also randomized.
Each time you defeat an enemy, it will give you some Ev points - based on the type of enemy.
These new Ev and Iv values are then used to dramatically alter the 'base stat' value. ('base stat' is your original param value.)

Features

Obviously, cause I could, I enabled this feature for EVERY SINGLE STAT!!  - including all stats created by my scripts.
This means the stats you can now control using Ev / Iv values are...
- Params        - Only requires $D13x - Core Script
- xParams       - Requires Statistic Control
- sParams       - Requires Statistic Control
- Atk Ele       - Requires Elements Control
- Def Ele       - Requires Elements Control
- Parent stats  - Requires ISPDS
- Atk Lvl       - Requires Atk | Def Levels
- Def Lvl       - Requires Atk | Def Levels
- Max TP        - Requires Max TP Control

- You can use various script calls / notetags to change EV values.
- You can use all new variables in stat formula's / Conditional branches and things like that..
- And finally...
- You can FULLY CUSTOMIZE EVERY SINGLE EV/IV CALCULATION - this means...
  you can easily create your own custom stat calculation for all stats without any coding knowledge at all!!

Screenshots

Nope - this works behind the scenes.

How to Use

Place under materials and above main.

Full instruction within the script.

Demo

MASTER DEMO on blog (will be updated shortly to include this script.)

Script

Script Link

FAQ

None

Credit and Thanks
- Dekita / Dekita-RPG

Author's Notes
#ImSoPro-DidntYouKnow?

Features Mentioned

  • Obviously, cause I could, I enabled this feature for EVERY SINGLE STAT!!  - including all stats created by my scripts.
  • This means the stats you can now control using Ev / Iv values are...
  • Params        - Only requires $D13x - Core Script
  • xParams       - Requires Statistic Control
  • sParams       - Requires Statistic Control
  • Atk Ele       - Requires Elements Control
  • Def Ele       - Requires Elements Control
  • Parent stats  - Requires ISPDS
  • Atk Lvl       - Requires Atk | Def Levels
  • Def Lvl       - Requires Atk | Def Levels
  • Max TP        - Requires Max TP Control
  • You can use various script calls / notetags to change EV values.
  • You can use all new variables in stat formula's / Conditional branches and things like that..
  • And finally...
  • You can FULLY CUSTOMIZE EVERY SINGLE EV/IV CALCULATION - this means...
  •   you can easily create your own custom stat calculation for all stats without any coding knowledge at all!!

Downloads / Referenced Files

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License / Terms Note

Credit and Thanks - Dekita / Dekita-RPG Author's Notes #ImSoPro-DidntYouKnow?

Creator Claims / Removal

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#imsopro-didntyouknow#039#rgss3#script-archive

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