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- May 4, 2018
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- RMMV
... Or would I need plugins?
[Forgive me if this is in the wrong section; I did not see a Maker-specific board for MV.]
In a game I'm thinking of starting, I'm thinking of going for a rather simplified approach compared to the traditional JRPG.
Characters and enemies would have only 3 main stats:
Life Points (LP): Basically HP.
Defense Points (DP): A layer of "armor" that needs to be bypassed in order to deal damage to LP.
Attack Points (AP): A raw damage stat.
For player characters, each of these stats would be developed through a small amount of sub-stats by simple addition and nothing else. For example: "Brawn" would govern Attack Points (AP), i.e. if a character were to have 50 AP by default and then were to invest (or level) the Brawn stat from 0 to 10, in the end they would have 60 AP.
Without increasing their Brawn, characters would not be able to increase their AP, so their damage output would stagnate. Make sense? Equipment would be able to increase AP/DP/LP directly, but leveling would only ever directly increase the sub-stats.
As for how this would damage an enemy, I have a simple, basic formula in mind:
Player AP - Enemy DP = Damage to enemy LP
Simple subtraction! Any spells in the game would simply cause fixed damage, status changes, fixed buffs, etc.
Think this can be done without plugins? Or, if not, would you recommend any? If I cannot achieve this, I may forgo the sub-stats and just keep the main ones.
[Forgive me if this is in the wrong section; I did not see a Maker-specific board for MV.]
In a game I'm thinking of starting, I'm thinking of going for a rather simplified approach compared to the traditional JRPG.
Characters and enemies would have only 3 main stats:
Life Points (LP): Basically HP.
Defense Points (DP): A layer of "armor" that needs to be bypassed in order to deal damage to LP.
Attack Points (AP): A raw damage stat.
For player characters, each of these stats would be developed through a small amount of sub-stats by simple addition and nothing else. For example: "Brawn" would govern Attack Points (AP), i.e. if a character were to have 50 AP by default and then were to invest (or level) the Brawn stat from 0 to 10, in the end they would have 60 AP.
Without increasing their Brawn, characters would not be able to increase their AP, so their damage output would stagnate. Make sense? Equipment would be able to increase AP/DP/LP directly, but leveling would only ever directly increase the sub-stats.
As for how this would damage an enemy, I have a simple, basic formula in mind:
Player AP - Enemy DP = Damage to enemy LP
Simple subtraction! Any spells in the game would simply cause fixed damage, status changes, fixed buffs, etc.
Think this can be done without plugins? Or, if not, would you recommend any? If I cannot achieve this, I may forgo the sub-stats and just keep the main ones.

