More Freedom With Parameters

Would You Like This Feature?

  • Yup!

    Votes: 18 81.8%
  • Nah.

    Votes: 1 4.5%
  • Sure, but it's not a priority.

    Votes: 3 13.6%

  • Total voters
    22

StrawberrySmiles

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Description of the Feature:
As someone who'd like to make an RPG with only certain stats, there should be a section in the database for parameters.
  • You can check/uncheck which parameters you want
  • You can add your own parameters - either through a script call, a common event, or like a formula
  • You can modify an existing parameter already coded in to do something slightly different

Why is this feature good?
While you can do this plugins, it seems kind of odd that you NEED plugins to do so at all. Just like you can decide between front or side battle system, you should be able to decide what parameters you want in your game.

Besides, not all plugins are compatible and even make some things more complicated or confusing, which is why I haven't opted for one.

Possible issues with this feature?
I cannot think of any, honestly.
 

Jonforum

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You mean that instead of writing false, they could uncheck the parameter, Who would send, false, automatically to the plugin??
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
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This is something that I've seen requested numerous times. It is indeed really wonderful to be able to add/remove parameters on the database.
 

Pine Towers

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This is incredibly important and even more incredibly that is missing.

Make actor_0 (not actor_1 "Harold" and such) work as Template from which all others are based as so to avoid adding stats to every actor one by one. A "simple" (from front-user) [+] to add a new Parameter, with a code_name (like atk, def, mdef) to use on skills, items and equips and a name for the player (Attack, Defense, Magic Defense) already in this template, making this part in the Terms tab redundant. As the Attack skill is the template, the first parameters are the default ones and work as templates.

The main problem would be reworking the tab, since the visuals of the parameter curves would mess up with additional ones.

It's a great addition, nevertheless.
 

Fornoreason1000

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well one issue i can see with this suggestion is the practicability of it. Adding or changing parameters of a designed system isn't a simple task, especially with battle engines. adding the parameters themselves are easy, its just how will you tell the system to do exactly that you want it to do without any sort of plugin?. you could add a parameter called Speed that affect how fast your move outside of battle.

I guess you could have each and every calculation , value and statistic in some form of formula table. then when you add your new parameters you can select that state for that particular properties and add your formula on how it affects it. e.g

Code:
Effect Parameters    |  governing Params | Formula or script
-----------------------------------------------------------------------
Physical Attack Rate |   Strength        |   Str * v
Magical Attack Rate  |   Nonr            |   1 * v
Physical Damge Rate  |   Luck, Defence   |   v = Luck + (defence / 2)       
Drop Rate            |   Luck, Perception|   Luck + Percetion / Speed
                         Speed                     
Enemy Spawn for       | Luck , Hit Rate  |   v += luck * 0.5 / 100
Troops 1-10



but again you will still hit a wall if you need those parameters to do something outside of what RPGmakerMV was designed , jsut like the last desired effect on that table above more exaples such as FFXII disease status effect, FFX zombie effect.

in short. you can't add to what the parameters can actually affect or achieve without rewriting the JS files or adding a plugin in a specifically designed system.
 
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