Custom Stat and Levelling System

The Wahfather

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I’ve been working with a small team of devs for about year and a half now, and we’ve finally began trying to program our game into RPGMaker VX Ace. Now, one of the first things we did when we first started this project was come up with a stat system, and we made one that we think works. Problem is, it is VERY different than the default RPGMaker system. We are aware of the various scripts out there that change the functions of each stat, but we aren’t entirely sure if those would work with the system we’re proposing. Let me explain.

Our game has 6 stats: HP, Attack, Luck, Special, Defense, and Speed. Our main issue isn’t necessarily the what the stats do, so if they don’t pertain to the issue feel free to skip them. I’m just including them in case it's needed.

  • HP growth is exponential, the rough formula we have in mind is (11*[HP]^2)+500
  • Attack determines your attack power, while defense determines your resistance. Resistance determines what percentage of the attack power actually deals damage. We have these equations that explain how it would approximately work.

    Attack power = A*100
    Resistance = D*1.5
    Damage dealt = Attack power x [(100 - Resistance) x .01]
  • As of now, Luck only determines critical hits, but we also plan to have it determine whether or not status effects will occur in attacks that use them.
  • The Special stat solely determines how much max SP you have. We have no Special Attack or Magic Attack stat and would like to to keep it that way.
  • Speed has two effects. First, it determines how likely a character is to dodge an attack. The second is still up in the air. We’re debating between using standard RPG turns, which would result in characters acting in order from highest speed to lowest speed, or Final Fantasy style turns with a meter that must refill before the character can act again, in which case speed determines how quickly you can act again.

Now, we’ve encountered two major potential problems.

First, stat equations. We cannot seem to find any scripts or any way to alter the equations themselves and implement those seen above. If there is a way we can in fact edit the equations, I would ask to be pointed to it.

Second, level ups. This is the biggie. We want to structure level ups in ways where we can keep the game challenging but fair, reduce grinding, and make early game characters and late game characters equally viable in terms of stat spread (we have a LOT of playable characters). So, we devised this idea. First, every time you level up you may increase any stat of your choosing by 1. All stats cap at 30 and the highest possible level is going to be 45. Second, you may only level up to a maximum level every chapter, which increases by 5. For example, in Chapter 1 you can only get to level 5 maximum, level 10 maximum in Chapter 2, level 15 in Chapter 3, etc. Any party members recruited will start off at the previous chapter's maximum level, barring a few exceptions who will start capped at the chapter's max level. This level up system was designed for two major reasons. First, to prevent excessive grinding. We don’t want people to feel like they’re forced to grind, nor do we want others to grind for hours in order to become so powerful all challenge is lost. This in turn will preserve the challenge for every boss and miniboss (at least for the first time around). Second, using this system we can design bosses and minibosses around the maximum level of the chapter, so we won't have to worry about a boss being too strong or too weak for a player to handle.

So my question is this: Is it possible to make the stat and levelling systems function in this way? Is there a script out there already that does this or something similar? If not, would it be possible for somebody to make one?
 

TakeHomeTheCup

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What exactly are the stat equations supposed to do? If the player chooses to increase a stat, then what is the use of the equation?
 

The Wahfather

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What exactly are the stat equations supposed to do? If the player chooses to increase a stat, then what is the use of the equation?
Perhaps I didn't explain well enough. I'll try to be more exact.

What we're trying to do is rebuild the way stats are handled in VX Ace. We know you can assign custom formulas to each item and skill using the database, but we're trying to do that for the stats themselves, and perhaps we're just oblivious but we can't seem to find a way to do it.

For example, we want the speed stat to affect how likely a character is to avoid an attack that an enemy uses. The (albeit simple and not fully settled upon) equation/formula we've come up for this is: Avoid Chance = [Speed Stat] x 1.6

This would mean that if someone has a base Speed stat of, say, 5, they would have an 8% chance of avoiding an attack. When the character levels up, you can choose to increase their Speed to 6, which would bring the chance of avoiding up to 9.6%, or 10% if rounded up. All stats cap at 30 so at max you would have a 48% chance of avoiding an attack.

Our problem is that, first, we don't know if the default Speed stat in VX Ace does this, and, second, if it does, we don't know if we can change how it is calculated to meet what we want to do, which is (currently) the equation above.

All we want to know at minimum is whether or not this, as well as the levelling system, is possible, so if it turns out that it isn't we can modify our system to meet the default.

I hope that better explained the situation.
 

bgillisp

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Also you may wish to define your HP formula differently, as that is a circular formula due to you having HP in your HP formula.
 

The Wahfather

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I think, by default, the agility stat effects the turn order.
You can try using this script : https://yanflychannel.wordpress.com/rmvxa/core-scripts/extra-param-formulas/
Which allows you to customize extra parameters.
If that doesn't do what you want, it is possible to do this all with scripting.
Thank you so much for confirming that it's possible. And we will definitely try the script you linked.

Also you may wish to define your HP formula differently, as that is a circular formula due to you having HP in your HP formula.
Oh, I think that was a slip up on my part in how it's worded. It's more like:

Max Hit Points = (11*[HP Stat]^2)+500

Meaning having an HP stat of 7 would be 1039 Max HP, and increasing it to 8 upon levelling up would be 1204 Max HP.
 

TakeHomeTheCup

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So did you manage to make any progress?
 

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