[RMMV] What is the formula for the default parameter curve ?

AsocialDarwinist

Villager
Member
Joined
Nov 8, 2016
Messages
6
Reaction score
0
First Language
English
Primarily Uses
Heyoh, I've been coming back to RPG Maker for a few days now, and I'm trying to create a (pretty simple) class system to get used to creating games again.
However, I'm encountering a slight problem : I cannot figure out how to fine-tune, or precisely control, the parameter growth rate. My system would be the following : each base class (that the characters have) could become a subclass around a certain level. I know Yanfly has made a Subclass plugin, but it's not exactly what I'm looking for as the subclasses could share some of the skills from the main class. So my idea was this :
1. Start at level 1 for each base class ;
2. Level up until level 10 (which would be the max level in the "actor" tab) ;
3. Switch actors, and classes, at level 10, gaining a new class with the illusion of the same actor (you would have the option to choose it through Yanfly's "Class Change Core" plugin) ;
4. Resume the class's progression from what is essentially a minimum value equal to the values of the other class's level 10.

Here's the problem, though : since the parameters (and, I suppose, XP) are based on a generated curve, there's no way to know which level would have any precise value, on a given curve (on that subject, it'd be convenient if you could actually change it manually). So for my "subclass" example, I would need to start the class growth at the same value as the OG class's level 10, but since the only max value you can have for the parameter curves are level 99 values, there's no way to know what value each parameter would have at my "ideal" max level, apart from some tedious manual testing.

Hence, my question : is it possible to somehow change the max level, not only in the "actor" tab, but also on the parameter curves, for each class ? Or is there perhaps an evented way of doing it ? Any help would be appreciated, and I'm sorry if this is in the wrong forum (don't hit me plz !)

EDIT : Oh, also, I realized after posting this the question in the thread title isn't exactly the same as the one I'm asking. Consider it an alternative way of knowing the answer : if I could get the precise formula for how the param curves work, then I would know what the exact values would be at each level, and be able to work from there.
 
Last edited:

Black Pagan

Veteran
Veteran
Joined
Feb 21, 2017
Messages
350
Reaction score
271
First Language
English
Primarily Uses
RMMV
When you open the Class -> Generate Curve option you have 2 Values -> Level 1 and Level 99
This is where you can set your Initial and Final values which also indirectly affects your Stat per Level value.
Let's consider the example HP Stat.

Level 99 HP = Level 1 HP + (98 x HP Gain per Level)

Here is an example : If I wanted my Warrior who starts out with 100 HP to gain 20 HP every Level, I would set :
Level 1 -> 100
Level 99 -> 2060 [100 + (98 X 20)]

So if you wanted to know the HP of this Warrior at Level 10, All you need to do is Class -> Max HP, Replace Level 1 with Level 10.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,975
Members
137,563
Latest member
cexojow
Top