- Joined
- Oct 26, 2015
- Messages
- 2
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- English
Hi,
This isn't so much a request for an all-new script as it is for a slight adjustment to an already existing script.
For those of you familiar with Yanfly's Subclass script (Info can be found here), the way it handles the stats for a subclass it that it carries a percentage of the subclass's stats over and adds them to the stats of the main class. This isn't bad, per se, but I always preferred a different way of handling it that IMO made each class/subclass combination feel unique. My method was to change the formula to reflect the stats of the dual-class as a weighted average.
In layman's terms, if the 'rate' I wanted to use in the subclass plugin was 25, the plugin as it stands now is scripted to add 25% of the subclass's stats to 100% of the main class's stats (with the levels of each being taken into account, of course, assuming that each class levels separately). If your level 10 Warrior had 500 HP, but you wanted to add a level 3 mage as a subclass that had 120 HP, your dual-classed warrior would have 500HP plus 25% of the value of max HP for a level 3 mage --> 500 + (120 * 0.25) = 500 + 30 = 530 HP.
With the method I would prefer, your final stats would be a weighted average that was (100-rate) of the main class and (rate) of the subclass. So using the same example above, you'd have 75% coming from the main class (Warrior Lv10) and 25% coming from the subclass (Mage Lv3) --> (500 * 0.75) + (120 * 0.25) = 375 + 30 = 405 HP.
Ergo, your new hybrid Warrior/Mage character isn't quite as durable as a pure Warrior, but also not as brittle as a pure mage, either. I believe that such a system would make subclassing, particularly between more physically-oriented classes and more magically-oriented classes, a more balanced, give-and-take system.
In the older Yanfly Engines for VX and VXA, I stumbled across the formula from which the parameters were drawn and was able to make the alteration myself. Of course, with MV came the code switch to JS and now I find myself once again in the familiar position of not knowing what the hell I'm doing. I feel like it's not particularly difficult, as it just requires the adjustment of one formula. I just can't seem to find the damn thing and even if I could, I'm not sure how to make the alteration anymore.
Some help would be appreciated.
This isn't so much a request for an all-new script as it is for a slight adjustment to an already existing script.
For those of you familiar with Yanfly's Subclass script (Info can be found here), the way it handles the stats for a subclass it that it carries a percentage of the subclass's stats over and adds them to the stats of the main class. This isn't bad, per se, but I always preferred a different way of handling it that IMO made each class/subclass combination feel unique. My method was to change the formula to reflect the stats of the dual-class as a weighted average.
In layman's terms, if the 'rate' I wanted to use in the subclass plugin was 25, the plugin as it stands now is scripted to add 25% of the subclass's stats to 100% of the main class's stats (with the levels of each being taken into account, of course, assuming that each class levels separately). If your level 10 Warrior had 500 HP, but you wanted to add a level 3 mage as a subclass that had 120 HP, your dual-classed warrior would have 500HP plus 25% of the value of max HP for a level 3 mage --> 500 + (120 * 0.25) = 500 + 30 = 530 HP.
With the method I would prefer, your final stats would be a weighted average that was (100-rate) of the main class and (rate) of the subclass. So using the same example above, you'd have 75% coming from the main class (Warrior Lv10) and 25% coming from the subclass (Mage Lv3) --> (500 * 0.75) + (120 * 0.25) = 375 + 30 = 405 HP.
Ergo, your new hybrid Warrior/Mage character isn't quite as durable as a pure Warrior, but also not as brittle as a pure mage, either. I believe that such a system would make subclassing, particularly between more physically-oriented classes and more magically-oriented classes, a more balanced, give-and-take system.
In the older Yanfly Engines for VX and VXA, I stumbled across the formula from which the parameters were drawn and was able to make the alteration myself. Of course, with MV came the code switch to JS and now I find myself once again in the familiar position of not knowing what the hell I'm doing. I feel like it's not particularly difficult, as it just requires the adjustment of one formula. I just can't seem to find the damn thing and even if I could, I'm not sure how to make the alteration anymore.
Some help would be appreciated.
