steve_muzz 1 Posted March 8, 2016 I'm really struggling to create monsters, damage formula or databases for my game. Is there a resource pack or does anyone have (cheeky I know) a completed database I could rip, borrow and change for my game? Does the Monsters Legacy 1 official pack include monster stats or is it just graphics? I'm happy to use the standard database and formulaes to begin with but as a newbie some to start with would be good. Thanks Share this post Link to post Share on other sites
+ Retired 274 Posted March 9, 2016 Sorry if this sounds rather blunt but this isn't cheeky - it's just sheer laziness. I advice you play around with defaults first and Google search rpgmaker game balance. As a gamer I wouldn't want a FF game to suddenly copy the stats and game mechanics of Tales. 1 Share this post Link to post Share on other sites
Guyver 65 Posted March 9, 2016 a completed database I could rip Rips aren't allowed for graphical resources, I think it would apply to databases as well. Seriously, if you want to take the lazy way out then you shouldn't be making a game at all. 1 Share this post Link to post Share on other sites
steve_muzz 1 Posted March 9, 2016 (edited) It's not laziness I've put hundreds of hours into the game so give me some slack if I'm having trouble! I basically wanted to see how people deal with levels, exp and stat curves etc. My games quite close the original I am remaking so it's highly unlikely I'd be using more than 5% of someone elses work, and since RPG Maker supports community scripts and textures am I lazy for not creating my own.... come on guys you've misunderstood. I will Google the balance thing again bust most of the spreadsheets and other stuff are just legacy broken links! Edited March 9, 2016 by steve_muzz 1 Share this post Link to post Share on other sites
LucidK 39 Posted March 9, 2016 (edited) When I first started using RM, I had trouble with the damage formulas, too. I basically took an already created monster around the same difficulty/level as the one I wanted to make and copied it into a blank space. Then, change everything you want to make it the new monster, and you will still have a complete damage formula. If that's not quite where you want it, then just start monkeying around with the numbers in the formula. That's how I learned what that formula kinda means. Hope it helps.EX: Copy the Slime into a new space for a different "starter" monster. Edited March 9, 2016 by LucidK Share this post Link to post Share on other sites
Jolt Android 36 Posted March 9, 2016 (edited) I basically wanted to see how people deal with levels, exp and stat curves etc. My games quite close the original I am remaking so it's highly unlikely I'd be using more than 5% of someone elses work I get where you're coming from, one of the hardest things to do is balancing the weapons, skills, enemies, characters all together. Do you want to stick with how the generic formulae work, or do you want to do something completely your own style? For me, what really helped was envisioning where my characters start off, and deciding where they will end up (stat wise), and then adjusting the numbers according to the confines of the maker. Such as, what good does 1 point of ATK do? Will 1 ATK point mean more later in the game? How about DEF? Is your game long? Will your characters go from level 1 to 90 or only until 30? Will they end up with 5000 HP or only 400 in the end? This and many other factors will come into play when deciding how to balance your game. Playing with a spreadsheet and setting up different scenarios (like different values for DEF, ATK) for a hypothetical player and enemy will be invaluable. It may take some time at the beginning, and there likely will be some adjusting later, but planning with a spreadsheet of sorts (yes, playing with math and formulae do suck) will save you a lot of hassle in the end. Edited March 9, 2016 by Jolt Android Share this post Link to post Share on other sites
+ Retired 274 Posted March 9, 2016 I basically wanted to see how people deal with levels, exp and stat curves etc. OK if your opening was this instead of can I copy/rip some filled database than my response wouldn't have been so critical. The default exp mechanic is pretty confusing indeed due to the curve. I recommended a fixed approach which is dicussed here http://forums.rpgmakerweb.com/index.php?/topic/34221-fixed-exp-for-each-level/ As for stats and balance - alot of this is just testing and if it feels right Stuff like what level do you expect party to be at / what are the roles of characters - how enemies spawn (random or on field) and so on Share this post Link to post Share on other sites
steve_muzz 1 Posted March 9, 2016 Ha thanks guys! yes my wording was a bit dodgy! has anyone got a copy of the default database but with lower numbers perhaps? Share this post Link to post Share on other sites