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- Jul 24, 2016
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I'm recently developing a strategic game, a mix in beetwen Xcom and Pokèmon.
My problem is making a system that work in a similar way of pokèmon's hidden stat system. For all of you that isn't familiar with it, every pokèmon have their stat created by the union of four different stat:
The formula to then calculate the final stat is the following (in pokèmon red, blu, yellow, silver, gold and crystal):
Permanent Stat = {[(Base+IV)*2 + (radq(EV)/4)] * level } / 100 +5
Now, I would need a way to actually record the above value, so that i can generate the unit in the moment I generate it, in a similar way to the pokèmon's deposit/withdraw system. That means i would at the very least to know how to generate and save array and matrix in the new RPG maker MV, so that I can create a similar system (with my own tweak, tough).
My problem is making a system that work in a similar way of pokèmon's hidden stat system. For all of you that isn't familiar with it, every pokèmon have their stat created by the union of four different stat:
- the IV (Individual Values), that represent the natural predisposition of this pokèmon to a specific stat
- the EV (Effort Values), that represent the pokèmon experience in life/ their training
- the base stat, that represent the strength of the specific species (es.: a "strong" magicarp, with max IV and EV will never defeat a pikachu with minimum IV and EV in species stat)
- Pokèmon level
The formula to then calculate the final stat is the following (in pokèmon red, blu, yellow, silver, gold and crystal):
Permanent Stat = {[(Base+IV)*2 + (radq(EV)/4)] * level } / 100 +5
Now, I would need a way to actually record the above value, so that i can generate the unit in the moment I generate it, in a similar way to the pokèmon's deposit/withdraw system. That means i would at the very least to know how to generate and save array and matrix in the new RPG maker MV, so that I can create a similar system (with my own tweak, tough).


