Agility, why is it weighted so much higher?

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TheCastle

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1. Does anyone here know why AGI is considerably higher than other equivilant stats when using quick settings?

2. Does anyone know what stats currently have hardcoded functions tied to them and how those functions work?

I guess question two would most likely answer question one but I want to find out as much as I can either way.
 

Espon

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I think AGI and LUK are the only stats that have actual uses beyond what you can do with them in the database.

AGI determines turn order, change of getting a preemptive or being surprised, and your chance to flee.

LUK changes your chance to inflict and resist state changes and debuffs (10 = +1% chance or reduction)

I don't think ATK, DEF, MAG, and MDEF do anything extra.
 

TheCastle

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Thank you Espon

Is there a mathmatical reason that both LUK and AGI are weighted to be much higher than the other stats when using the quick settings option or is it safe to pull those values back manually?
 

Espon

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I dunno. I don't use the quick settings and balance stats and formulas on how I feel they should be balanced. The default formulas are actually fairly imbalanced in my opinion, with really high damage and an escape formula that makes it really difficult to run from battles (like 50% if you're the same speed as the enemy).
 

TheCastle

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Ok Thanks again Espon. Ill pull those two stats to be more similar value wise with the other stats.
 

TheCastle

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I think I have one more question on this

AGI determines turn order, change of getting a preemptive or being surprised, and your chance to flee.LUK changes your chance to inflict and resist state changes and debuffs (10 = +1% chance or reduction)
Is it possible to change these behaviors with the scripting system provided? If not are there ways to be able to further license the engine for full access?

I am asking more out of curiosity as the current functionality is not really going to hinder my project too much. But it would be nice.
 
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Celianna

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TheCastle, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
 

timk1980

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Is it possible to change these behaviors with the scripting system provided?
Yes, there is. In fact, outside of the very basic graphics/audio/input handing, the entire game engine logic is all written in the default scripts.

If not are there ways to be able to further license the engine for full access?
There isn't really a mechanism for this, but the way scripting works, the only things you can't (easily) change are the core graphics/audio drivers. Just about anything else, particularly to do with game mechanics and the like, is yours to alter.
 

TheCastle

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Sorry about the double post. wont do that again.

Yes, there is. In fact, outside of the very basic graphics/audio/input handing, the entire game engine logic is all written in the default scripts.

There isn't really a mechanism for this, but the way scripting works, the only things you can't (easily) change are the core graphics/audio drivers. Just about anything else, particularly to do with game mechanics and the like, is yours to alter.
Oh wow

I really need to dive into the scripting sooner than later.
 
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:) If the question is solved, give a heads up and we can close the thread.
 

FoldYourWings

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Our good but "retired?" buddy Yanfly actually created an easy-to-use script that makes it simple to edit the secondary effects of each stat in the database. His base modifications alone allow for luck actually effecting critical hit ratio, and other nice changes. With the script too you can alter any of the other parameters without demolishing the internal workings of your game! You can find his scripts either on the http://www.rpgmakervxace.net/ site, and I'll post a link to his blog. It is best though to not only use the script but try and gain an understanding of how everything functions as well. I may not know how many scripts even work myself, but sometimes the easiest way to figure something out is by taking it apart!

http://yanflychannel.wordpress.com/
 

TheCastle

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Thank you FoldYourWings but because of the nature of this project I cannot use public/community scripts for anything. My goal is for a comercial project so I need to avoid legalities ect...

My question has been answered so its safe to close the thread.
 

Kilravok

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Or you could ask the creators of those resources what it would take to gain licence to use them in comercial projects. I know there is at least one resource creator (can't recall the name right now though) who only wants a free copy of the game in return.
 

Celianna

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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