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- Jun 18, 2017
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- RMVXA
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.
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?
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?



