Battle Breakdown

ChaoticShadow24

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Hello! :)  I was wondering if someone could show me a breakdown of how battles work in RPG Maker VX Ace?

I'm doing a tutorial in my game and I want to know every detail of battling so that I can make the tutorial the best possible!
 

Which elements are weak to what, what is the purpose of guard, attack, magic, TP, MP, HP, etc!  :p  

I hope someone can provide me with an in-depth run down of battling.

Thanks in advance!  :D
 
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Kes

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If you pull up 'Help' from the editor and type in Parameters and Formulas you will get the information about what those things do.  

As for which elements are weak to what - you decide that in the database.  It's entirely your choice.  But try and think what it would be like in the real world so that your player can follow this intuitively.  So, for example, a fire enemy would be weak to water and ice.  But whether it is also weak to e.g. earth is up to you.
 

ChaoticShadow24

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Parameters and Formulas tell me all the stuff I need to know as a developer, it taught me a few things but still that's not what I needed (^-^ ;)

It doesn't tell me anything about why MP/TP is important and why it's important to guard or anything like that, I was wondering if anyone had written all that stuff for others to use as reference, if not, that's cool!

I also can't for the life of me figure out how to change the element's weaknesses and stuff  :stare:

Thanks for your help :)
 

Kes

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I'm not sure that you would need to include that sort of information in a battle tutorial for your game.  

But think of MP and TP as the fuel needed to use your skills.  If the player has none, then (usually) they cannot use any skill because each one will cost x amount of either MP or TP to use.

You assign weaknesses and strengths to actors and enemies in the database tabs for those, top right section 'Features'

If you are unsure how to go about doing that, I suggest you have a good look at the stuff in this thread.  I think that if you are asking questions about using MP and TP you need to go through some of the information here, as that is the very basic level.  Spending time on this now will not only be informative, it will also save you a ton of time later.
 

Andar

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It doesn't tell me anything about why MP/TP is important and why it's important to guard or anything like that,
I think you misunderstand the purpose and flexibility of the engine.
YOU, as the developer, decide what and how important what is in the game.


For example, why do you think MP and TP are important?


There are some games where they are, simply because the developer made the enemies in a way that they can't be defeated without the use of skills costing some of very limited number of MP or TP.


And then there are games that don't even have MP and TP, because all skills can be used with zero cost - or where the cost of two or three MP is neglectable because the actors have several hundred MP at the beginning.


Same goes for the damage formulae - YOU decide what the damage is based upon. The default formula of 4*ATK - 2*DEF can be edited by the developer.


And none of that even considers that there are dozens of battlescripts that change how the battlemechanics operate...


Because of that, you cannot make a general battle tutorial - you have to select a game project, then you can make a tutorial how that specific game handles battles.


And most of what you'll write in that tutorial will be useless in most of the other games developed with RM.


And by the way - elements are nothing but placeholders for damage rates that are completely independent of each other, you as a developer set if something takes more damage from a certain element or not.


If you decide that an ice elemental takes more damage when attacked by ice attacks and less when attacked with fire, that is equally possible like a project where an ice elemental is immune to ice damage and takes double damage from fire.


NOTHING is fixed - you as the developer decides how to handle what.
 

ChaoticShadow24

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I already know about all that stuff, I've been using this program since it came out (^-^ ;) I should have said "For Example", that was my bad.  :headshake:  

I just wanted to know the set rules to battling and what the functions in battling do, in detail. I already know the basic battling engine. Guard blocks a certain amount of damage from attacks, Attack makes you use the default attack, Special let's you use Special moves, etc.

I just wanted to see if there was a place that had that all written down so I can make sure I didn't miss anything, and to see if I could learn something new if I missed something.  :p

I know all about how to script a battle and all that stuff, I just wanted some reference I could use to make sure I didn't miss anything. I'm keeping this battle system as default, only changing minor things.  :)

Thanks a lot for your help, I'll just work with what I know and hope that I'm not missing anything  :D

I still would like to know how to change the weaknesses of Elements in the database though, please tell me :)
 
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bgillisp

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Attack uses whatever you set in skill 1. So it will always do that, no mater what. So it is what you set there.

Guard uses whatever you set in skill 2. So set that to what you want.

As for the elements, do change it add a feature called element rate. The number you enter is how much that element's damage is multiplied by. So if you enter 150, you will now take 150% of normal damage. Enter 0 and you will take nothing from that element.
 

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