Can these stats/damages be achieved by default?

jwgz

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... 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.
 

Doktor_Q

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You've describe HP, Atk, and Def according to the standard MV format. Every skill has a space where you can define how it calculates damage, and you are totally free to ignore any stats you like.

Making the other stats stop showing up in menus and the like will require a plugin or doing some javascript changes of your own, but they're on the easy side as far as that goes.
 

caethyril

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Also:
  • To prevent stats from levelling up, simply set them (on the Class tab of the database) to the same value over all levels, e.g. Generate Curve with equal start- and end-points.

  • Brawn impacts Attack Points... You could fake it, e.g. by simply making sure that any change in Brawn is also applied to base AP, but that could get clunky if you plan to make use of (de)buffs. Might want to consider something like Yanfly's Base Parameter Control plugin.

  • If you want any "simple addition" damage-over-time states, I think you'll need a plugin for that, too. There are probably others, but I use Yanfly's Buffs & States Core; there's a Extended DoT add-on for non-scripters.
 

jwgz

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Thank you. This is kind of what I was going for and that info helps a lot. My game would not have any de-buffs (I already have the spells mapped out). It is quite small in scale and the battle system is rather simplistic.

The plugins seem as though they would make life simpler for me, will try them out. Once again, thanks for the pointers!
 

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