This script allows you to manage your parameters using external tools such as spreadsheet software or text editors. The values that you enter are “base parameters”: features are applied on top of these values.
You can set up parameter tables for the following objects
The parameters are stored in csv files, one for each actor, class, or enemy. You can specify the parameters for each level. Currently, there is only support for built-in basic parameters.
You can specify parameters for any level, but you will need to use another script to increase the max level beyond 99.
Script: download here
These are param table templates prepared for you. Just download and rename them appropriately. See the usage section for instructions on filename format.
In the script editor, place this script below Materials and above Main
Download the templates from the download page. Copy and rename them as needed
for all of your objects.
Storing your Files
All actors, classes, and enemies will store their parameter tables separately. All tables must be stored in the directory specified in the configuration. You may change where this directory is stored. You should place it inside the Data folder (or a subfolder in the Data folder) if you want the files to be encrypted when you distribute your project.
Parameter Table Filenames
The format of the parameter table filename depends on the type of object you are assigned it to. They look like this
params_actor#.csv params_class#.csv params_enemy#.csv
So for example,
params_actor7 is the table for actor 7 params_class12 is table for class 12 params_enemy2 is the table for enemy 2
Param Table Format
The order of the table columns are hardcoded. You should use the template that I have prepared. The order of the columns are as follows:
Level, MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK
The first line contains the headers.
The headers themselves are not used and is only for reference.
For actors, it will try to read from the actor table, and then the class table, and finally it will default to the class param curves.
For enemies, it will try to read from the enemy table, and then default to the enemy params. If no enemy level script is used, then the enemy is assumed to be level 1.