Jump to content
Xero;th

Stat rating (1 agi = 20 agi rating etc)

Recommended Posts

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 ?

Edited by Xero;th

Share this post


Link to post
Share on other sites

I would suggest multiplying everything.


With the 1 - 10 scale...

Let's say you have 5atk, +1 from dagger so 6.

 

With a 1 - 20 scale (multiplied the scale by two)

5atk + 1 = 6. But 6 in this scale equals to 3 in the first skill.

 

Think of it as 10 being 100% in the first scale but then making 20 the 100% instead. 10 in the first scale will be 100% but will become 50% in the new scale. That is how I always did it when I had trouble giving stat boosts for the same exact reason as yours.

Share this post


Link to post
Share on other sites

it was the first thing I thought of, but I did not go with it for a couple of reasons.

 

the first is that I value cohesion and clarity, 1-20 or 1-40 would certainly alleviate the problem but nothing says understanding like a 1-10, since everything is designed around that and I at least can "feel" when design clashes with aesthetics in a game's systems. it's this unspoken feeling of compromise rather than solid foundations

 

the second is that the small numbers also directly represent the relative weakness of the protag. she is a frail heiress, not a fighter, and since the game is themed around stealth the small numbers are basically the game telling you "you're way too weak, you will have to rely on tricks and tactics if you want to survive". similarly, I want gaining a stat to be a meaningful event in practice, not just in "concept". rather than "oh, I gained an atk, but in this game 4 atk is basically 1 atk so I really just gained a quarter of a stat ... woo ..", i'd want it to be "I pooled enough rating(?) to gain an atk ! now maybe i'm strong enough to defeat that tricksy thug !". it just feels like a much bigger deal when everyone is so close yet so far and you manage to move up a step. changing equips to give up 15 atk rating but keep the same atk feels different from giving up 2 atk even if 2 atk doesn't change anything, it starts to feel like the stat is kind of worthless .. it also feels different when you scan an enemy and see they have 4 atk and you have 3. it makes you go "oh, they're on a whole other level ..!", but if it worked in the "every 4 atk = 1 atk" system it would feel a lot more granular and less meaningful to see the difference of 12 atk vs 16 atk. sure it's higher, but it doesn't have that "whole other level" feeling to it. it feels much more attainable and less disparate

 

third it's just one of those gimmicks that I feel sets my game apart and I would feel much better sticking to the plan since it is the base of all things

 

is there no script available ? ive searched but there could be one out there I don't know about

 

Share this post


Link to post
Share on other sites

If you want to do the "I have x number of daggers. Imma combine x daggers to increase a dagger by +1 atk" then you may need to event that. I can show you if you like. This is something that may help: 

 

Share this post


Link to post
Share on other sites

o no I wasn't meaning combining weapons but rather working stats into a rating system where cumulatively equipping X rating gives you 1 stat in each type. have a look at hit rating or critical rating from world of Warcraft to see the kind of working I mean

Share this post


Link to post
Share on other sites

I feel like youre very focused on weapons. i am grateful for the interest, but please forget weapons, they were just an example. I'm looking for a system where a certain amount of a stat's "sub-stat" awards you a point in that stat, so that you can cumulate different pieces of gear with one stat's "sub-stat" on them to grant you an extra point in that stat overall, but until you do manage to build up to that point, the "sub-stat" points do not do anything.

 

is there anything like this ?

Share this post


Link to post
Share on other sites

There is no script I know of. The closest I know is stat formulas but you'll have to use another stat which I believe you said you're using all of yours.

 

I can contact a scripter. Besides that, all I know is how to do it through events. (Contacting a scripter as Im writing this btw)

Share this post


Link to post
Share on other sites

I am not using mat, mdf, or luk if that helps at all. I am using hp, mp, atk, def, and agi, so the numbers of used to unused are unfortunately not the same

 

I am very grateful for your attention and help with contacting scripters

Share this post


Link to post
Share on other sites

You might want to do a bit of thinking if you are going to be messing around with what stats mean and how they work. RPG Maker isn't really designed to let you just simply plug in their own math for anything outside of formulas, and most generic scripts are not going to give you exactly the kind of system you want. If you are talking about completely overhauling the mechanics of how the battle system works you are going to end up mostly on your own unless you can get a scripter on your side that's willing to basically do it for you. Though I am honestly not sure exactly what stats are really used for by default besides in formulas. I know agi is compared to enemy agi for turn order and the chance at running, and luk is compared when applying states and debuffs, but other then that I am not sure if there are any real built-in things that normal stats actually do. I am pretty sure they don't effect your hit or evade rates or anything like that and those are just set in there own parameter. Either way, you need to be aware of all the little things you need to change in the code and how you are going to specify everything you want in the database. Any extra info you need to add is probobly going to end up needing to be tossed in an object's notes, since you can't really change the editor. There almost comes a point where you have to wonder if it's worth using RPG Maker it all if you aren't going to use any of the systems in place.

Edited by Kayzee

Share this post


Link to post
Share on other sites

yes, the way that agility functions compared to enemy agility and how the other stats work would ideally be the exact same as it is now. all the systems in this situation are identical, nothing there is changed

 

the only thing that would change is how the player adds up those stats. instead of receiving flat boosts to stats, they would be cumulated in a different way, but otherwise every effect would stay the same

 

I'm not sure how you got to changing systems and redefining the functions of stats since that's really not what is going on here

 

Share this post


Link to post
Share on other sites

Mostly because of how you said you weren't going to use luk, which as I said has a built in function. Though I guess you just meant you are going just leave everything's luk at zero or something.

 

Anyway, aren't you still functionally asking for the same thing indirectly by introducing a new type of stat for equipment? Maybe not, but it sounds like the exact details for a script like that may or may not turn out a bit complicated. I donno, I don't play MMOs so and I can't say I ever played a game that did what you are describing exactly. I just wonder how far you are going to go with this sort of thing. All that being said I wonder if this script might help you at all? It allows you to set stat values for equipment to variables at least.

  • Like 1

Share this post


Link to post
Share on other sites

. leave luck at 1 yes

 

I'm basically asking for decimal places on the main stats, and the ability to have gear give you decimal points in a stat instead of full stats. "parts of a stat" would not do anything, only whole numbers would, but imagine having one dagger that gives you 1.2 atk and another that gives you 1.0 atk. I know I could inflate the values but as explained I would rather not do that as it would clash with the story/setting

 

it's so you could combine a 1.7 atk dagger with a 0.3 atk chestplate to get 2 atk. the dagger on its own effectively only gives you 1 atk, and the chestplate doesn't benefit it at all by itself, but combine the two and you get 2 atk. and if you decide you would rather have a chestplate that benefits agi instead of atk, you can swap your 1.7 atk dagger for a 1.0 atk dagger that also benefits agi and not lose any atk, since it would have been the same as 1 atk anyways

 

I hope it makes sense

 

Edited by Xero;th

Share this post


Link to post
Share on other sites

To piggyback on what Kayzee said, I was thinking you could use the variables to implement them as if they were substats, and then go about it from there (I can explain more if you want).

 

As far as decimals, there is no such script because it is hard-coded into the program to always round. If you would deal 1.7 damage, the program will always round it up to 2. And if you try to add 1.7 in the attack section of the weapon in the database, when you close the database, the program will take off 0.7 completely so when you open it again (or playtest it), it'll be 1.

Share this post


Link to post
Share on other sites

I do want the rounding to a degree. if you have anywhere between 1 atk and 1.9 atk, I would want it to be the same as 1 regardless of how close to 2 you are. damage would be dealt off of that resulting whole number, always rounding down. that way you would have to build up to the next whole number piece by piece if you wanted another point of atk

 

how would you go about it with variables ? I will do my best to understand

Share this post


Link to post
Share on other sites

You really couldn't do it with variables unless you had a way for the equipment to set them first, but in theory if you had that way you could put the bonus in the variable. Anyway I mostly brought up the script as an example of a script that makes equipment give different stats. Hmmm... if you just want equipment to give fractions of a stat it might be simpler then I thought. I would have to think about what would be needed to do what you want exactly though and I am probobly not gonna be up to doing it myself.

Share this post


Link to post
Share on other sites

Quick question: Is the substat the only way ATK will increase? I need to know bc it will change my answer a bit.

Share this post


Link to post
Share on other sites

it would be good to keep the default option open for flexibility, but if ten decimal points of def is the same thing as 1 def, it probably would not matter

so please do it however you find most convenient

Share this post


Link to post
Share on other sites

Out of the stats you are using, will all of them have a substat? (Agi, ATK, DEF, etc?)

Share this post


Link to post
Share on other sites

sorry for the delay

I am using hp, sp, atk, def, and agi. it would be ideal if all of them could have substats for easier itemisation, but I would understand if this is a proof of concept thing to you and you want to stop at one

 

all help is appreciated

Share this post


Link to post
Share on other sites

So with Kayzee's script, you could have a parallel process common event. I will explain it straight-forward; ask me any questions you have or any how-to's.

 

You need 3 variables for each actor.

V1 = Actor's ATK (you must specify the actor)

V2 = SubAttack

V3 = IncreaseAtk?

 

Common Event

V1 = Actor's ATK

Loop

If V2 ==10

V3 = 1

Change parameters: Actor.Atk + V3

else

If V2 ==-10

V3 = -1

Change parameters: Actor.Atk + V3

else

break loop

end

end

wait: 2 frames <= important. Increase wait if it lags.

Repeat above

V2 = 0

V3 = 0

^ Make sure you reset V2 and V3

 

Now, you may be thinking "What do I do about V2?" You change V2 yourself. Now this is the.. uh.. hard part. Make a parallel process common event. it will basically be a bunch of...

Conditional Branch: If [actor] has [weapon27] equipped
V2 + 7
Control Switch: Weapon 27 = ON

Else

If Switch: Weapon27 = ON

V2 - 7
End
End

 

This is not tested so tell me if something isn't working. You will need the script Kayzee gave you to test it out. To playtest it, do NOT do a battle test. Make a random enemy on a random map and attack them through "playtest" and not battle test. Hope this works; if not, I can probably figure out why if you give me screenshots of what you put in.

Share this post


Link to post
Share on other sites

thank you, I will look through this thoroughly and see how it goes

 

is it okay if I respond later on with results ? ive been up for a long while and may need to rest, am having trouble comprehending

thanks to both of you again

 

Share this post


Link to post
Share on other sites

one more quick question, with the second parallel common event with weapon27 as the example, would switch weapon27 need to be turned off  inside the else or is it left on ?

 

Conditional Branch: If [actor] has [weapon27] equipped
V2 + 7
Control Switch: Weapon 27 = ON

Else

If Switch: Weapon27 = ON

V2 - 7

control switch: weapon 27 = off   <-- ??
End
End

Share this post


Link to post
Share on other sites

Ahhh, I knew I was missing something at that part. Ye, you would turn it off so it doesn't keep subtracting 7.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
Top ArrowTop Arrow Highlighted