Xero;th 3 Posted August 28, 2017 (edited) so with the script and the common events in place, what is needed to use either ? edit: I am also not sure if this method will work . there are problems like whether your "true" (stat + substat) atk/def/etc would show in your character sheet, or whether it would show on the items so you could know which pieces to combine to get what result Edited August 28, 2017 by Xero;th Share this post Link to post Share on other sites
Lord Vectra 414 Posted August 29, 2017 (edited) Decimals won't show on your character status unless you event that which adds a whole new lvl of complexity. Ill tell u how to combine them after school. I will also contact a scripter for u. Edit: I made an error If V2 ==-10 V3 = -1 Change parameters: Actor.Atk - V3 <= Make sure its a "-" and not a "+" You'll won't need the script. Thought you did, but you didn't. Let's say attack of a dagger is 7.8. You put "7" in the database and then. in the common event, add 8 when that weapon is equipped. If that weapon is unequipped after being equipped, you will subtract 8 so the player isn't stacking stats and becoming God on level 1. Method 2: (Tested and Works) You may prefer this method which I thought about last night. You could multiply all stats by 10 BUT when you put them in the damage formula, you divide everything by 10. Let's take the following stats... 58 ATK Vs 20 defense You could have... a.atk / 10 - b.def / 10 That would be equivalent to... 5.8 - 2.0 It's not perfect, but it's the closest workaround I can find that doesn't take a lot of energy to implement. On top of that, RPG Maker Ace always rounds down in the damage formula, so you don't have to worry about that. So if a dagger gives 1.8, just give it 18 and when you do any damage formula it'll divide it by 10 making it 1.8. Does any of these methods help? Edited August 29, 2017 by Lord Vectra Share this post Link to post Share on other sites
Xero;th 3 Posted August 30, 2017 sorry for not responding wouldn't it still be + V3 either way if V3 is -1 ? or is the point to add 1 ? the methods technically work but for full results I think it would require a script. I will keep thinking but may have to resort to the second method if nothing else ... it still just doesn't feel right seeing such large numbers in the stat page and then trying to believe the character is very weak, even if I know their effect is only 1/10 thank you again 1 Share this post Link to post Share on other sites
Lord Vectra 414 Posted August 31, 2017 I actually prefer you do the 2nd one. I suggest telling the player to divide them by 10 in their head. It's not the perfect solution, but your players will understand. If they leave solely because of that, 9/10, you wasn't going to please them anyways XD Share this post Link to post Share on other sites
Kayzee 4,032 Posted September 1, 2017 Playing with how stats are displayed might not be that hard actually, I am not sure. But I do wonder if editing the stat growth curves for your character really is that bad of an idea. I know, I know, I said messing around with how stats work is troublesome, but that's not really what I am talking about. Having new growth curves doesn't involve totally changing a bunch of stuff with scripting, it's a built in feature. I think since luk and agi are mostly compared, you could just have characters have low stats as long as it was balanced with low stats on enemies. Heck I have used that approach in my test game for HP and MP, but never tried it for agi or luk because I had no idea what kind of side effects it would have. I think they would be minimal though, but I think I need conformation on that from someone. Either way, I would personally go with a 1 to 100 range if it worked well, not a 1 to 10 one. It's kinda hard to do any kind of real leveling or stat bonuses when the quanta are that large unless you want to totally change a bunch of stuff. Though if you want to give your characters mostly fixed stats D&D style, you can probobly get away with it with with some weird custom growth curves. Share this post Link to post Share on other sites
Xero;th 3 Posted September 1, 2017 it's not really about the players leaving because of that, it's more just the integrity of atmosphere. if you tell the players that their character is waif-like and frail then show them stats of 30, 50, 70, and just kind of _tell_ them to divide it by ten, as a developer youre already making concessions and hoping that the player can ignore flaws in your system that you are fully aware of . its like selling someone a blue car and just asking them to pretend that its red since it functions the same as a red car ... its a little beside the point ive done stat growths, as I said the player gains +1 in several stats from level 1 to 2 but after that they gain like 1 stat tops per level up . I can balance enemies and such around this fine, but the problem is gear and itemisation where you want your players to be able to customise their loadout in meaningful ways within a smaller range, and the best way to do that in this case would be the "build up to a whole number" situation I described . it could be mimicked with larger numbers but it would force either a concession on part of the developer or functional difference, neither of which are desirable if anyone knows if it would be simple to script and knows a scripter I would be thankful Share this post Link to post Share on other sites
Kayzee 4,032 Posted September 2, 2017 I am a scripter, though a very lazy and often sick one. I could try looking into it for you, it just seems like something that will probobly end up sort of a pain and I have no idea when I would get around to doing something like that. In the meantime, have you thought about just doing something else with equipment besides flat stat bonuses? Maybe the percentage-based stat boost features would work better, you could use features to alter Ex-Parameters or Sp-Parameters, heck, I could give you something I was coding the other day that allowed individual weapons to use their own damage formula or different attack skills (which was actually a lot easier then you might think all things considered). Share this post Link to post Share on other sites
Xero;th 3 Posted September 2, 2017 mm, I was thinking of changing the combat a bit w/ states so that fights were phases like normal, wounded, critical to more closely resemble the atmosphere I'm going for a lot of things are still up in the air potentially and I'm thinking about it but I guess critical and critical evasion could play a bigger part if I made it so that you couldn't die unless you were hit down to at least critical or maybe wounded but then that's just luck ... more thought needed Share this post Link to post Share on other sites