Extending the Attributes - Logic

jet_black

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Hey folks,

right now I am deep into learning JavaScript, so I don´t know HOW you can acchieve most things with the Maker + JS.

My question is: Would it be hard to add more attributes and to have them influencing the other attributes?

I would like to have more attributes for the characters, but at them moment, I don´t think I want to rewrite the whole combat system.

So I am thinking of using the standard attributes for combat (ATK, DEF, etc.) and categorize them as combat-attributes only.

I´d like to add attributes like Dexterity, Strength, Willpower, etc. Depending on what value you have in these attributes, I´d like to

add onto the combat-attributes. For example, the final ATK value would have to following formula: "ATK + (STR+DEX)/2".

This is not the final system, but so you can see the logic. I would have to balance the whole system, because leveling up would

have way lesser improvements on the stats than compared to the standard. Like for the attributes, 5 would be an average value,

13 would be very strong and 16+ would be heroic. So you wouldn´t slay a few monsters and then get +1 every time.

I want the additional attributes to be used for skill-checks via dice-rolls (random number 1-20) mainly and as I mentioned above

for combat. Because of that, I would have to write an own balanced logic, so this system won´t clash with the balance behind the

combat and general level-up system.

What do you think? What would be the best way to acchieve that? Do I have to custom code a combat system, or can I stay with

the already implemented one and just tweak it?

Any opinion would be awesome. Thanks in advance.

Cheers,

jb
 

Heartbreak61

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Adding custom attributes is easier on MV than Ace thanks to meta and plugin parameter. The setup could be done using semi-GUI way now.

The real challange is to make it really useful and balanced in your game.

Well, it's up to you though. I'm just telling you what I've experienced with custom stats.
 

altorn

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Yes, i think this is possible with backend code. Of course the new custom stats will not be reflected in the RMMV editor but i'm sure it's totally doable via Javascript. Though what comes to mind is a big change to the system.

A few things you will have to be careful about is maintaining:

1. Storing & Loading these new stats (i think they're gonna be stored in Actor.json or the System.json)

2. Growth curves

3. Damage calculations

4. Enemy stat changes

5. Balancing as Heartbreak61 said.

I, too, am on the road to creating my own stats system that's mostly different to what the default offers. I accept thought that I have to rewrite the core battle system.
 

jet_black

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I would like to implement a system where you get a two to three digit number of Adventure Points (my equivalent to XP) after you clear a chapter (depending on several actions you mave have done or not done) and some AP after fights, depending on the enemy. Then, after clearing a chapter, you have an AP budget which you can spend on the attributes (something like raising an attribute from 6 to 7 may cost 400 AP, raising from 7 to 8 may cost, 550 and so on) and you could spend it to raise skills or to learn a new technique (after spending the points, the skill gets unlocked and you can learn it from the next teacher you visit).

So there wouldn´t be growth curves. 

Really love the P&P mechanics of games like "The Dark Eye", D&D, Shadowrun and such and always wanted to implement these in a game I make.

So what I described to you guys with this and the last posts is what I came up with so far.

Is that the right direction, or do you guys have other ideas how to realize such a system?

For now, I have the workaround in mind, that my custom attributes will add on to the standard skills and that I´d deactivate the leveling system (you won´t get XP). So the AP would raise the custom attributes which would add on to the standard attributes for fighting and then my system roleplaying-system kicks in, where you won´t use the standard attributes, but my custom attributes alone (for all the non-combat stuff).
 

Heartbreak61

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You wanted to deactivate level system? I could call you as my brother then. *hugs*

Back to the topic, if you have some scripting knowledge from VX Ace, I'm sure it wouldn't be a hard problem. If you don't, then I could say that It's not that really hard actually. You'll learn it just about two or three months, if you're giving enough time to learn about RPG maker's mechanic.

I could say that the harder thing is to make an UI to distribute your AP. It requires at least three things. Knowledge of Window class, Scene class, and sense of art to make interesting and user-friendly layout for the player.

While this is harder thing than setting the stats-distributing mechanic, I think it's still easier than to alter battle mechanic (i.e. changing turn based to ATB). So don't worry about that too much and just learn javascript for now :)
 

jet_black

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Haha, yeah. I´m not so much fan of the typical JRPG system. I really love the european Pen&Paper RPG mechanics and thats what I want to have in my games.

I wasn´t able to script in VX Ace because of the lack of tutorials and documentation of RGSS3. But I´m a web-developer and right now I´m learning JS, which I find easy to understand, so I´ll learn things easy and quick.

Creating an UI won´t also be a problem, because I am also a designer (working in an design agency as developer and designer). So yeah, the hardest part will be to find out all the stuff the MV offers scripting-wise and how it works.
 

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