How do I do these things?

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Lightmaker2016

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I have a lot of mechanics I typed up years ago in anticipation for a Rpgmaker that might be able to be fully customizable. With scripts (and rpgmaker MV), it might be possible, but a lot of this its not too clear after already which plugins I may need. So how do I do these things I have outlined below?


Mechanics:

This rpg will have a system that may not fully retain the default engine or even discard it in its entirety possibly using Plugins for the majority of it including those from Yanfly and other popular Scripters and modders. Here is some of what I created years before that you may see in the game:

This is what you might see on the status windows in game:

1. Character Characteristics

Name: the name of the character. Self Explanatory and I know how to do this.

Lv: the base level of the character that affects their overall strength of Major Stats and Energies and how much exp they get from a certain level monster. You get less exp the higher the level you are vs the monster's level. Monster levels may stay fixed or improve to a certain point as you progress in the game to make old areas, when revisited, more challenging.

How do I do this bold part? I know Yanfly's monster levels is a good start.

Job Lv: Level for a specific job. Job skills are awarded as the job level progresses limited by job tier. You gain Job Points (JP) to level up and earn Active use Job Techniques and Passive Job Skills. I have no clue what to do for this its not something the engine normally has. I think yanfly or someone may have a plug in for it.

Rank: Affected by level. A letter and color designation for the level is given. The colored letter is nothing more than an ascetic touch for your character. I may not even include this if its purely ascetic, even if its a lore thing for my story.

Element: the element aligned to a character or monster. Most of the time it does not change sometimes, characters can have no more than 2 and can change by use of spells or skills. I see no way in the default engine to give actors elements let alone enemies, also let alone dual elements or more for enemies.

Race: the race of the character affects weight and what armor they can wear and weapons a race can use aside from the specific job and class. Various character races are Humans, Aurapaths (dual-elementally alligned mutants), Grimalkin (cat-morphers), Drateir (dragon-morphers), Celestials (angels/demons), Nymphemori (plant-elf hybrids), Aetherians (sentient elmentals), and Simuloids (bio-synthetic androids), and others. There are also monster races. The race also affects damage of certain weapons.

I will have to have a lot of classes or a multi-classing system, the default system as-is doesn't allow for this, as I want this structure: Race->Class->Job tier 1 ->Tier 2->Tier 3. Race can't be changed obviously. There job system would resemble Ragnarok Online's where you retain past skills learned but can't add any new ones in previous tiers once you use all your job points. I'm thinking that Yanfly's plug ins are sufficient, but I don't know how to do a skill tree system. Also there is the issue of seperate job point pools.

Age: The age of the character. Doesn't affect anything and is merely descriptive. I probably can do this with one of yanfly's plugins.

Gender: The sex of the character can be male or female. Gender effects weight capacity. I have no idea how to implement a weight based inventory system at this time.

Job: The character’s Job. This ranges from squire with little or no extra abilities to a large variety of Jobs that have amazing skills. Class, race, and gender effects what first and second jobs a character can become. Also mentioned above, this has to be really integrated with the other parts of the full race/class/job/system.

Class: Denotes the character’s racial class. This is different than job which affects their secondary skills. This is their primary skill base. There are three main classes: Psymentalists, Physimentalists, and Psyphysics. There is a rare fourth class called a Psyphysimentalist that excels in all the other three’s separate abilities but a master of none. Only if the character has the race of Aurapath or Grimalkin will they have a class. As mentioned above, this has to be handled by a new class system but only be available to certain races.

2. Parameters

Parameters of monsters and Heroes are the same. Whether it is VIT (vitality) for Max HP or INT (intelligence) for Max MP or DST (Defese strength) for base DEF (defense); parameters up slightly the Major stats of the character or monster. Some of the functions of these base stats may be removed as there may not be a way to implement some of these mechanics; such as monster taming. I have no idea how to add extra stats and move core parameters around or dummy them out.

Parameters are as follows:

VIT: Vitality. This stat raises your max HP and partially your defense.

INT: Intelligence. Affects the base attack power of magic attacks (MATK) and raises your max MP. Also Affects Aura Attack, but at a lesser weight. Also affects MDEF slightly.

MND: Mind. Affects the base Aura Attack Power (AATK) of Aurapath and Grimalkin's Class attacks and raises a character’s max AP. Also affects the effectiveness of support and status magic. Also Affects Magic Attack but at a lesser weight.

STR: Strength. Affects your attack power (PATK) for physical attacks and increases your individual inventory weight and as a result, for the party as a whole. Also slightly raises your max HP.

DST: Defensive strength. This stat directly affects your Major Stat of Defense (DEF) against physical attacks and physical Job skills. It also partially affects Aura Defense (ADEF).

CON: Constitution. This stat directly affects your Major Stat Magic Defense (MDEF) and your Major Stat Aura Defense (ADEF) against Magic attacks Aura attacks and elemental Job skills.

DEX: Dexterity. Increases your accuracy when attacking and affects attack power of bow and gun attacks. Also affects # of hits slightly and cast time.

AGI: Agility. This stat increases your max # of hits per attacking round.

LUK: Luck. Affects chances of landing a critical hit and greatly increases Instant Dodge rate. This also decreases your chances of getting a critical landed on you, will also be used for stealing items. Also may increase chance of finding rarer items.

CHA: Charisma. This affects Job and personality-based skills such as persuading people (and creatures) to do something. Also affects chance of a tamer class to get a monster companion. It is the most useless stat in that regard; might be used with Luck for stealing items though.


3. Major stats

The major stats are what are affected by the parameters above. Stats include PATK, AATK, DEF, MATK, and MDEF and ADEF, Accuracy and Dodge and Instant Dodge, #of Attacks, Weight and Critical. Also affected are max HP, MP, AP, and TP. Fractional Values are rounded based on table below:


Decimal value

Round direction

.000 -.499

Down

.500?

Depends on fourth decimal place. ≤4 round down ≥5 round up.

.501-.999

Up


HP: This is your max Hit Points. This is your life force and when it runs out, you are dead.

Max HP: For Players: Base level * 50 + Job level * 50 +Vit /2 + Str/4 + Class Value + Job value + Armor and Weapon bonuses. For monsters: Vit * 2 + Str. For bosses: [(Vit* 2) + (Str * 2)]*Monster’s level. For advanced monsters (above Lv. 500): [(Vit* 3) + (Str* 1.5)]* (Monster’s level / 2)

MP: This is your max Magic Power or MP. This allows you to cast various spells associated with either your class or job. Once they run out, you can’t cast spells anymore.

Max MP: For Players: Base level * 50 + Job level * 50 +Int /2 + Mind/4 + Class Value + Job value + Armor and Weapon bonuses. For monsters: (Int * 2) + (Mind). For bosses: [(Int * 4) + (Mind *2)]* Monster’s level. For advanced monsters (above Lv. 500):[(Int* 3) + (Mind* 1.5)]* (Monster’s level / 2)

AP: AP is Aura skill power. This is used to use/cast various elemental or physical class skills and spells. Once it runs out you can’t use those abilities no more.

Max AP: For Players: Base level * 50 +Int /4+ Mind/2 + Class Value * 2 + Armor and Weapon bonuses. For monsters: (Mind* 2) + Int). For bosses: [(Mind * 4) + (Int *2)]* Monster’s level. For advanced monsters (above Lv. 500):[(Mind* 3) + Iint* 1.5)]* (Monster’s level / 2)



TP: Technical Power is used to attack with various skills you learn in a specific job. When you run out of this, no more job skills can be used.
Max TP: Job level * 200 + Base level * 50 + Int/6 +Mind/12 + Class value+ Armor and weapon Bonuses

P-ATK: Physical Attack Power. This is for weapons and non- magical or elemental attacks. It is affected by your strength stat or dexterity stat depending on job or weapon used.

Formula P-ATK = Weapon ATK bonus + All Equipment ATK BONUS (Not used in monster stats) + STR/2 or DEX/2 (For bows, whips, and guns. Not used for monster’s attack.).

M-ATK: Magical Attack Power. Affects Magic attacks. This is affected mainly by your intelligence stat.

Formula M-ATK = Weapons’ MATK bonuses + All Equipments’ MATK BONUSES (Not used in monster stats) + INT/2 + Mind/3

A-ATK: Aura Attack power. This affects Aura Path and Grimalkin’s races’ job skills and aura attacks or Aurapath-like enemies' attacks. This is affected by Mind more than INT.

Formula A-ATK = Weapons' A-ATK bonus + All Equipments’ A-ATK BONUSES (Not used in monster stats) + Mind/2 + INT/3

P-DEF: Physical Defensive power. This is affected by Armor Defense values and your DST and VIT. It affects all attacks and skills based on ATK only.

Formula: DEF = Armor Rating (not used for monsters) + DST + VIT/5

M-DEF: Defensive power against magic only. This is affected by armor values, CON, and INT.

Formula: MDEF= Armor Rating (not used for monsters) + CON +INT/5

A-DEF: Defensive power against aura attacks. This is affected by armor values CON and DST

Formula: A-DEF= Armor Rating (not used for monsters) + CON +DST/5

Dodge: The chance of an attack or skill to miss you. This does not affect magic. It is affected by AGI and DEX.

Formula: AGI+ DEX/5. Against monster: | (your character’s dodge - monster accuracy +1)/100 | Note: apply order of operations. Negative result is calculated as a 0.

Instant Dodge: The chance of an attack, magical attack, or aura attack missing 100%. It is affected by Luck, Agility, and Dexterity. If it occurs, it replaces normal dodge during damage calculation. An instant dodge occurring means all damage and effects will fail.

Formula: Chance is Derived by each stat in each parameter: 1 Luck =.04166%, 1Dex =.02083%, and 1 Agi =.02083% respectively. Max AGI and DEX of 1200 contributes to 50% of Instant Dodge chance (rounded up to nearest whole %). A 1200 luck stat equates to the other 50%. Against monsters’ attacks/skills: your Instant Dodge chance - Monster’s accuracy%. Note: Apply order of operations.

Against Monsters’ magic attacks: your Instant Dodge chance – [(Monster’s magic spell level+1)*10%] Note: Apply order of operations)

Accuracy: The chance of your physical attack not missing. This doesn’t affect magic and aura attacks. It is affected by DEX and AGI by 1/5.

Formula = DEX + AGI/5 * Weapon Accuracy % (For Characters only! Weapon Accuracy % is not factored for monsters). Chance against monster: your character’s accuracy/monster’s dodge *100%. Note: Weapon accuracy for bare fists is always set to 75%!

Number (#) of hits (Physical Attack Rate)/attacks for character/monsters: Denotes how many hits you’ll do per attacking round. This is directly affected by agility and by accuracy. DEX has a part in determining both and this as well.

Formula = [(AGI +weapon/armor/skill/spell bonuses) + (Dex +weapon/armor/skill/spell bonuses /5)] /30 *accuracy % on monster/accuracy % on character. Fractional values are rounded up or down based on table below.

Ex: 999+ 0 Agi bounses + (999 + 0 Dex bonuses /5) = 1198.8 /30 = 39.96. Rounded up = 40 hits * 100% Accuracy = 40 hits. Max Hits possible is 50 with haste skill (The haste skill adds the last 2 total hits, which 48 is the max possible otherwise with stats totaling 1200.). Monsters in theory can go higher, but it caps at 50. A monster will have to get 1250 or more in both AGI and DEX (2500) to get 50 hits without buffing.

Decimal value

Round direction

.000 -.499

Down

.500?

Depends on fourth decimal place. ≤4 round down ≥5 round up.

.501-.999

Up



Weight: this is affected by Job level, the job you have and Job skill effects, base level, and total strength.

In a party of 6: the total weight of your inventory is determined by all members’ weight combined. If in the event of a party change, job change, or other factors and the total weight happen to exceed the maximum, extra items will be automatically stored in your bank. Nothing will be lost. Items found in treasure chests and other places (environment not monsters) will not be sent to the bank and must be put back in their container or object you found them in.

Formula: Weight= base level * 10 + Job level * 10 + strength * 2 + job base weight value + Class base weight value+ Gender value + skill bonuses + race bonus.

Critical: Chance of landing a critical hit on an enemy or an enemy landing one on you. This is affected by your luck (LCK) stat.

Chance= luck /1200* 100%

Monsters’ Chance: luck /1200 *100% - your Chance% Note: monsters’ max chance is 110% and their max luck is 1450!

Persuasiveness: Chance of having someone or something doing what you want them to do or join your cause. Only characters use this for certain skills. Monsters use this to prevent them from being tamed. If they can’t be tamed or persuaded, their CHA will exceed or equal 1200.

The SP and JP system:

I found a few things Yanfly has that can help with certain things, such as upgrading stats via points using a combination of two plugins, which are Job points and skill learning. Yet there is no info on how to not use up one massive JP pool instead of 2 customized pools for both, (the SP point pool for stat upgrading and a JP pool that is much smaller for Skill tree system.) I also don't want to have JP earned willy-nilly from battle victories. I want my JP for Jobs to be earned through job level up on a 1 to one basis. Racial classes will use a classic traditional level up system based on base level.

If anyone knows how to further fine tune these plugins, or how to do this in its entirety, it will be greatly appreciated.

What I need is two resource pools:

SP gain on base level ups

JP gain on job level gain: 1 per level. You get one at Jlv 1 by default per tier.

Tier 1 jobs (max lv is 10): 10, Tier 2 jobs (max lv is 50): 50, and Tier 3 Jobs (max level is 100): 100

Also to note: I still haven't found a way to implement Job Level yet either. I hope I find out soon enough.


Job skill Points: JP


You get one job point (JP) for every job level after lv. 1 and get 1 point to use at the start. They are spent in a 1 to 1 fashion. The cost for better skills doesn’t go up as you spend the points.

Max Job Skill pts for Squire: 10

Max Job Skill pts for First Job: 50

Max Job Skill pts for Second Job: 100



Stat Points Explained:



Each base level after level 1 (you get 100 to spend at start) gives a total of 201 pts to spend giving a total of 200698 total stat pts (total costs in parenthesis), which allows you to max up to three stats with these being the most relevant for any class (my opinion); luck (or another most valuable stat) to 999 (51397), and two other stats most valued to your job to 999 (102754). This leaves you with 46507 pts to use anywhere. Most common (and evenly distributed- and also my opinion) break down would be: Your luck (if you didn't max luck) to 950 (45588), one stat to 130 (898) or 4 stats to 50 each (552, 138 a piece) if one stat went to 130 instead, you’d have 21 left over where you would make one stat 10 (18) and 3 remaining to up one stat to 2 (2) with one useless point left over.

If you went the 4 way split route, you’d have 367 left over which you can raise one more stat to 70 (348) and have 19 left over and lastly make one last stat to 10 (18) with the same useless point left over. Depending on class and job, you may go differently.

After that you need to use items to increase your base stats and use items/complete quests that give more stat points since you’re left with 1 stat pt that will go nowhere.

I want to also make this system in a way that the more times you upgrade a stat the more its costs but like after every 10 increases. I had a table, but this forum breaks the table. So here is a small shortened example:

Note: all of a charcter's base stats is always set to 1 at base level 1.
Stat Value Pts Needed
2-10 2 (18)
11-21 3 (30)
22-30 4 (40)
and so on...

I really don't know what else to add to clarify what I want to do and what I need to do to make my game. Any help will be greatly appreciated.
 
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gstv87

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how will the game end?





if you don't know, then you don't know how to get there, and if you can't get there, then running is pointless.

learn to think, and then come back.
you're not thinking straight.
everything you ask for can be solved with just ordered thinking....
you're digressing... you need to think.
you can't plan if you can't think, let alone code.
 

Lightmaker2016

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Most of this I can probably do myself if I knew what plugins did what for me. I just don't want to add plugins just haphazardly. Like Yanfly provides a lot of the features I need, but I just don't know how to fine tune them like making a job point pool that only goes up as you level up your job by job exp (not through battle directly as an alternative EXP source as her plugin normally does), and a Status point pool (also Job points plugin and a new instance of the same Job points pool) that is separate and only increases through base level ups (as I describe in my pasted document above). As for the job points, it has to be three separate point pools for each job tier that can't be used for jobs of the previous or higher tiers.

If you ever played Ragnarok Online or any game with a multi-level skill tree, you'll know what I mean by this.

Everything above its not just some random stream of consciousness, its a well thought out mechanics document (that I did years ago for even maybe RMXP if I was to use that back then or for an RPG in a actual programming language) that needs to be implemented in my RPG, but can't with the default system of RMMV.
 

Sarah_yt

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>.< Golly, that seems like a lot of work. I would like to help but you're asking too much right now. Personally, I find all of it a bit overwhelming and wouldn't know where to start.

Maybe you could split it up into more individual questions - you're more likely to get tailored advice that way.
 

Lightmaker2016

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Well, my main concern is the Job levels, Races, Race Classes, and Job Tiers and their Job points, and status points atm as I may have figured out/ got help on the extra stats from another site I'm on. Yanfly has most of what I need, its just I need to more so know how to fine tune certain things to my liking.

What I do know already: OK reading into the plug in for the job points system, everything I need for job level and restricting how JP is earned is explained in that plugin, yet there is nothing for setting up a separate pool for status points (except by making a a series of new job classes which is how I need to make the tiers), so all I need now is to figure that out. Unless I combine it with the sub-classes plugin somehow so a character will have:

  1. Their Race first
  2. Their racial class or for other races, Tech or Magic inclined which influences jobs they can take.
  3. Squire (tier 1 job)
  4. Tier 2 job of their choice
  5. Tier 3 job of their choice (dependent on the tier 2 choice).


So my questions that remain are:
  • So how do I add races with the plugins I'll be using?
  • How do I add in the classes (more like specializations) dependent on specific races ( for aurapaths and grimalkin and other races)?
  • How do I make a status points pool (999999 max) for leveling up the custom stats and the old ones of agi and luck (as i don't need to recreate them I don't think)?

With these figured out, I can do the rest by following his video on the associated plug-ins and his tips and tricks.

Weight limit based inventory can't be done until I get my new stats added, and aesthetic stuff like names and things are handled by plugins for extended status windows and junk like a profile or something which I can just do on my own.

For stats: I want to do something like:

In all rpgmakers, you have attack of your character that goes up on level up, but for me I want attack to be something that can't go up ever unless you equip a weapon or raise Strength (STR as seen in my formulas).

This is what I aim to do.
 
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mlogan

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The Game Mechanics forum is for discussing game mechanics in a not-project specific way. Further, you're actually asking for help to do several different things.

You need to split this into multiple topics, either in Plugin Requests or Support or MV Support, depending on what each one needs. As such, I'm closing this topic.
 
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