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Found 19 results

  1. Crashicoot

    Change the order of Parameters?

    Is there any way I can change the order of which the stats appear in the menus? For example, if I wanted to change the order of parameters from atk, def, m.atk, m.def, agi, luk to lets say atk, m.atk agi, def, m.def, luk how would I go about doing that? I am using Yanfly plugins currently. Thanks!
  2. CGMV Extra Stats By: Casper Gaming Last Update: N/A Latest Version: 1.0 Introduction This plugin allows you to track more stats than the base editor allows and store these stats in variables. Currently it tracks gold looted from battle, damage taken/dealt, items purchased/sold, and gold spent/earned at shops. Features - Track gold looted from battle - Track gold earned from selling to shops / gold spent at shops - Track damage taken / dealt in battle - Track items sold and bought at shops Screenshots How to Use Import into plugin manager and enable the plugin. Plugin Plugin (along with all my other plugins) can be found here: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link
  3. N.A.S.T.Y. Extra Stats(Version 1.1) By: Nelderson Updated: 3/27/12 Introduction This script gives actors and enemies extra stats that you can use anywhere in your game! Features - New Stats for your game. - Define a formula for each new stat you make. - Use these new stats in skill formulas, or whatever else you feel like. - See your extra stats on the Status screen (Up to 6). - Equipment can increase these stats with a notetag. How to Use The instructions on the script itself has everything you need! Demo I'll make one if you guys want one! Script FAQ Q: What does N.A.S.T.Y. stand for? A: Nelderson's Awesome Scripts to You! Credit and Thanks - Nelderson - Zetu, for her original script, and showing me the value of Structs <3
  4. I'm working on a game where stats are small and every stat point means something. characters are given stats on a scale based on realism ive come up with from 1-10+ with 10+ being absolutely godlike and 3-4 being the average, and game progression is more in figuring out battles than gaining twenty stats per level. because of this everything involving stats is muted; theres a big difference between level 1 and 2 for the protag but 2-3 only gives you 1 stat point in 1 stat and it follows suit from there, depending on gear to keep improving. but because of this it becomes harder to provide gear upgrades to the player, and one of the main themes is shedding an old life so I kind of want to provide quite a lot of gear options. the problem is if I choose to upgrade "rusty dagger" to "sharp dagger" by giving the second dagger +1 atk, and I do this with every new dagger, I'm going to hit 10+ atk in no time which is just not sensible for this setting. magic stats and luk are out, and each armour type has its own stat that it "mains", so the focus of a dagger should always be gaining atk. but with this I will end up with a lot of daggers having the same atk and the only difference is maaaaybe one has +1 agi and one has +1 mp. I want to avoid this by using an approach some MMOs use. you have an overall "atk stat" for example and you contribute to your atk stat by equipping gear with "atk rating" that when you have x amount of it raises your atk by 1. for people familiar with WoW think hit rating. this would let me require say 20 atk rating per atk, so even daggers of the same level could offer +24 atk rating or +28 atk rating or +20 atk rating. that way every dagger gives you +1 atk at the end of the day, but depending on how you set up your armour slots (equipping armours with a bit of atk rating on them but not enough to raise your atk stat by themselves) you could subtly shift your stats and focus on different areas. sorry for the long post. does anyone know how to do this ?
  5. Name: Passive Skills Version: 1.0 Author: Mr. Trivel Created: 2016-05-12 What does it do? Allows skills to give passive bonuses to actors. Screenshot: None. How to use? Use the following tag on the skills you'd like: <Passive: [sTATE_ID]> This means skill will give all bonuses state with that ID gives. Example: <Passive: 11> Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects. How to use?
  6. Lord Vectra

    Unused Stats/Stat ideas?

    I have stats that I'm not using. These are the stats. HP - Used for health MP - Used for MP Atk - used for attack Defense - Used for defense AGI - Speed Mat - Unused MDF - Unused Luk - Don't want to use Is there anything I can use MAT and MDF for? For example, another game MAT is skill strength and MDF is special strength and ATK is weapon strength. On the game I'm currently making, I don't know what to use MAT and MDF for. It doesn't matter that much but I like to use all stats(except for luck).
  7. Author: Mr. Trivel Name: Gain Stats on Level Up Created: 2016-03-15 Version: 1.1 What does it do? Actors gain stats on level up depending on their class. Screenshots: It's just numbers. How to use? All stats go into class note field: <STAT> formula </STAT> Stats: MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK v = variables a = actor Examples: <ATK> v[10]; </ATK> <DEF> Math.randomInt(5); </DEF> <LUK> -1 </LUK> Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  8. Does anyone have a good idea for how much weapons should add to certain parameters? I've been using this one method but I feel like it gives my characters too much attack and nothing else to other stats, so I had my characters with really powerful regular attacks and physical skills but any magical skills did very little damage. Anyone have a good way I could make weapons not add to much to a characters attack and how I can buff the magic attack a little bit aswell.
  9. Here is a little script I was working on for my test game made to count tallies when each stat is used and randomly raise them after battle. It's kinda like the stat leveling system in Final Fantasy 2(j) and the SaGa series, but it works a bit differently. Mostly it is different in that experience levels still exist and are used both to determine your max over all stat level, and whenever you gain a level you get a big random boost to your stat tallies. The actor class's stat growth curves also determines how much each stat level is worth. Anyway the basic idea for how it works is stat tallies are used as percent chance that that stat will level up after battle, so if a stat is tallied 100 times it will always level up, but if it is tallied only 10 times you have a 10% chance. Tallies are remembered across battles but the level up chance only happens at a battle's conclusion. If a stat is leveled up a flat 100 is subtracted from the tally, and it can go into the negative. This practically means stat increases are random but predictable over a large period of time, and since your level acts as a cap for how many stat increases you can have and your class acts to show how many each are worth, the fact that the stats always grow at the same rate is not as important. It's probably not going to be useful for most people's needs since it doesn't try to exactly match the system used in the old games, and is mostly me just experimenting with the mechanics. It might be useful as a base if anyone wants to do something similar though! Here is the script:
  10. Name: Percent Equipment Stats Version: 1.0 Author: Mr. Trivel Created: 2016-01-05 What does it do? Allows for items to have percentage stat increases. Screenshots: Nope. How to use? Following tags influence stats item give when put into weapon or armor notefield: <mhp: [TYPE] [VALUE]> <mmp: [TYPE] [VALUE]> <atk: [TYPE] [VALUE]> <def: [TYPE] [VALUE]> <matk: [TYPE] [VALUE]> <mdef: [TYPE] [VALUE]> <agi: [TYPE] [VALUE]> <luk: [TYPE] [VALUE]> [TYPE] - p, v p - percentage, [VALUE] - 1, -0.2, 0.505 v - variable, [VALUE] - 1, 5, 10 1 means +100% -1 means -100% 0.5 means +50% -0.7337 means -73.37% And so on.. Example <atk: p 0.1> <atk: p 0.1> <def: v 5> Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects. Questions: Q: How to set decimal values in variables? A: Set variable to Script and type decimal number there.
  11. Rezanta

    Class "Breaking"

    Ello folks! I've been playing Fire Emblem: Awakening for a while now, and after I ended up marrying myself to Nowi (best choice in my opinion), I invested myself with some Second Seals, which allow class changes. Now, some might go: "Oh, new class? Ok..." However, these seals allow your stats to be maxed quite well, and if you know what you're doing, you can set your skills up to be a powerhouse among foes. But here I ask... Should there be other games made like this? I mean, sure, you have broken items, like the Temmie Armour from Undertale, Sol from Golden Sun Dark Dawn, just to name a couple, but when you max your stats? There's almost no way you can really be bent into a loss, right? Well, I believe it should be there, in the form as how Pokemon did it, being the IV and EV points, but then you come to other games like Kingdom Hearts, where you could permanently max stats as well. So, before I continue rambling, here's the main jist of my question: Is this a good style for RPG games? If so, why? If not, what do you think is better? (Just a heads up, the setup of the question and all seems a bit broke, and I blame the fruit punch...)
  12. I'm trying to create a 'debug item' that uses a common event to allow me to change an actor's stats in-game through the use of variables. Using the 'Input Number' event command, I need to be able to change an actor's stats using 1 variable for the actor ID, a 2nd one for the parameter's ID & a 3rd one for the amount to change it. Does anyone know the script calls necessary to do this?
  13. Hey all. Phil here again with another question to ponder. I am starting out with my RPG's battle system, and I'm needing to create monsters, items, weapons, armor, etc. However, I'm not sure what numbers I should be using. it is wise to use the numerical data that is attributed to the weapons and content already in the vanilla RPG Maker VX Ace (e.g. the Hand Ax weapon has 15 ATK, for instance. I'd keep the numbers and stats, but change the item name and description to be better suited for my own game)? Another example would be the Slime enemy which has 100 HP and drops 3 EXP points upon defeat. Should I just use these general numbers to start out with? I hope I made myself clear enough!
  14. Hello! This is my first post here, I'm trying to set up a more simple game and am curious about how I should balance out my basic stats/parameters (MHP, ATK, MAT etc.) for classes especially as it relates to HP. Basically I'd like to know what you guys consider to be an "Excellent", "Good", "Average", and "Poor" range for each stat. P.S. Keep in mind I am utilizing Yanfly's Engine Ace - Extra Param Formulas with deafault settings. (Link to script: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/)
  15. Hello all, this is probably the first topic i am starting on here, so if I am posting something that has been posted, please point me in the right direction and i will gladly go there. I have looked around a lot and haven't been able to find anything. I have been working on my game and i am getting the core fundamentals of it down such as; How many actors? Story behind the actors, why are they in this story, etc. The Plot. The Villain(s). However, what is stopping my progress is the development of the traits for the characters / stats for each character. I want a "low numbered" game, where you start out with maybe 30 HP and the first monsters hit for 3-5 damage. In the beginning, there won't be a healer but later on, one will be apart of the party. So for the beginning they will be using items to heal. The settings for RPG Maker VX Ace give the characters like 500 HP which I want it lower, i read somewhere to divide by 10; make it 50 and that should drop it a bit. What numbers would need to be divided by 10, everything? I was wondering if there is something out there that can explain formulas well and maybe provide samples of what it should look like. Any help would be appreciated, thanks.
  16. Sughayyer

    Tabletop Mechanics?

    I was wondering if a J-RPG with tabletop (namely, D&D-like) mechanics would be interesting to play. Use attributes like tabletop systems and testing skills to attempt stuff (eg, strenght to move a rock,itelligence to decipher a message, etc). This might allow for different paths and possibilities, and also make the player actually worrying about the party formation. But I also wonder if in a heavily story-driven game this kind of thing is viable (eg, if aomething MUST be done for the sake of the story, it will happen, thus negating the chatacter's abilities and handicaps).
  17. What is your preferred way of learning skills and dealing with stats? I was wondering what a good way to implement both would be. Here's the ways I know of. ----- Skill System: 1. Skills on level up The most basic way to acquire new skills. After reaching a certain level you would learn a new skill. 2. Skills learned via equipment/items Final Fantasy Tactics-esque. Skills are bound to items. Learn a skill by equipping items and acquiring AP to permanently learn the skill. 3. Buying skills Buying skills with gold, experience, or another resource such as AP/JP earned by defeating enemies, performing certain actions, or by completing quests. 4. Skills level up You would perhaps start with a single skill and after a certain amount of uses or damage dealt it would level up. Higher leveled skills would have their basic effects amplified or unlock new spells. ----- Stat Distribution: 1. Stats on level up Same as skills. Whenever you level, you gain flat stats, scaled stats, or a percentage of your stats. 2. Stats bound to equipment Stats are heavily focused on to gear. So the game would be equipment heavy and would allow you to change your play style on a whim. No stats on level but you could go from full force mage with robes on to a juggernaut in full plate armor in seconds via equipment. 3. Stat points Limited stats per level or none at all. However, gain stat points every level and customize your character exactly how you want them to be. Downside, if you scatter points and become a jack-of-all-trades some areas of the game could become frustrating if you made bad choices in stat placement. 4. Stats points via actions Examples: After dealing a certain amount of physical damage your strength would go up. After evading attacks your agility would go up. After healing a certain amount your intelligence would go up. Etc. Etc.
  18. Hello everyone. Today I bring you a something that many may consider a problem with rpgs and others may see as a little pointless, but I think it's something that deserves to be discussed. Should a character past/backstory change how they start out? I'll give a few quick examples of what I'm talking about. In the game Final Fantasy 7 the player controls the character Cloud. Cloud has been apart of an elite super soldier project simple called SOLDIER (We'll ignore the supreme lack of creativity with the name for now) which is meant to produce the most powerful and deadly soldiers possible. Cloud has been in SOLDIER for roughly seven or so years by the beginning of the game and has at least enough of a reputation within the project to have a decent amount of notoriety. Thing is that once you get into the game you realize that Cloud is level 1 has very low stats and only has about one combat skill in his arsenal. That soldier training must not be working as well as they advertise I guess. Joking aside this is what i wanted to talk about today. Should we always start a character off like this even if it doesn't make sense with their backstory? I know it keeps the balance of the game and helps give a sense of progression, but it also usually leaves a plothole like mentioned above. The same thing tends to happen in sequels as well for some reason this guy who was lvl 99 and could cast the ultimate doom spell that killed all enemies instantly in the last game is suddenly level 1 again and can barely cast a freaking fireball. Now there are some games that actually give explanation for this like Kingdom Hearts 2 (although the explanation there seems really stupid and just kind of hand waving) but it always makes all the leveling I did in the previous game feel kind of pointless and like I just wasted my time. So what do you guys think about this? I would love to hear your input. LS
  19. Will Rediger

    Pen and paper stats into VX Ace

    Instead of giving you guys the useless boring back story I'm gonna jump right to the question if you don't mind: How would I translate stats from a D&D Monster and Player's Manual into VX Ace? I've been staring at the difference in vocab for two months trying to see just how they could fit together and I just can't figure it out. Do you guys have any sugestions or is this a lost cause and I should move on?
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