STATISTICAL TARGETS?
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In one of the games I've played, a character's level up stats are determined by what its fandom calls "Stat Targets" - specifically, static values are assigned to Levels 00, 19, 39, 59, 79, and 99. However, there is some randomness involved. Because it's not a static value at each level to hit each target, it is possible to hit above or below the target, thus turning the target itself not into a value that the character will always reach, but rather a statistical average that the level up formulas trend around.
I was curious if it was possible to create something with a similar effect, or if I would have to manually rig the characters to emulate such a growth type.
Edit: Ack, I think I put this in the wrong forum - I can't seem to report my own posts, so I suppose I'll make the request here - could a mod move this to the correct location? I had thought I was in the Discussion and Development forum.
I was curious if it was possible to create something with a similar effect, or if I would have to manually rig the characters to emulate such a growth type.
Edit: Ack, I think I put this in the wrong forum - I can't seem to report my own posts, so I suppose I'll make the request here - could a mod move this to the correct location? I had thought I was in the Discussion and Development forum.
I swear I read in your intro thread that you're using VX Ace, so I'm going off that assumption.
Anyway, you can probably set the "average" that you want your characters have via the stat curves in the database. It sounds like you would want to have a script that determines how much a stat could be increased/decreased (if at all) on each level-up. I'm not sure where such code would go, or what it would look like, but I have a feeling it would be in in Game_Actor, or maybe Game_BattlerBase. One of those.
Anyway, you can probably set the "average" that you want your characters have via the stat curves in the database. It sounds like you would want to have a script that determines how much a stat could be increased/decreased (if at all) on each level-up. I'm not sure where such code would go, or what it would look like, but I have a feeling it would be in in Game_Actor, or maybe Game_BattlerBase. One of those.
What I'm used to working with is to set an end target, and have the game simply determine the level up formula from that. I'm just not sure how VXA determines level up growths by default, so a better understanding of that would help me determine if I need to get a custom script or not.
There's other things I need to look at as well, such as Static vs Dynamic stats, though I can't go into more detail at the moment - gotta leave for work soon. When I get back, I'll post them in more detail.
There's other things I need to look at as well, such as Static vs Dynamic stats, though I can't go into more detail at the moment - gotta leave for work soon. When I get back, I'll post them in more detail.
You can define parameter curves with the database under the "Class" tab. If you have a "start point" and "end point" in mind, then the "generate curve" function might be useful to you.
Anyway, what probably happens on level-up is that stats are set to the value that is associated with the level as per the curve. I know that is it possible to create items that increase parameters beyond level-ups, so there is probably some handler that retains such bonuses. With what you want to do, it seems to me that there would have to be handler that determines the variability of the stat for level-up, and apply it in a similar fashion to the items that increase parameters.
Anyway, what probably happens on level-up is that stats are set to the value that is associated with the level as per the curve. I know that is it possible to create items that increase parameters beyond level-ups, so there is probably some handler that retains such bonuses. With what you want to do, it seems to me that there would have to be handler that determines the variability of the stat for level-up, and apply it in a similar fashion to the items that increase parameters.
Hm... so it's flexible enough to be able to customize a stat curve? Sounds quite useful. Anywho, as promised, here's the various statistics I plan to use:
HP (Health): Visible, Character Based, Dynamic, Vital, affected by equipment and class. Measure of a character's health.
EP (Energy): Visible, Character Based, Dynamic, Vital, affected by equipment and class. Measure of a character's ability to cast spells.
Attack: Visible, Character Based, Dynamic, Core, affected by equipment and class. Physical offense stat.
Defense: Visible, Character Based, Dynamic, Core, affected by equipment and class. Physical defense stat.
Casting: Visible, Character Based, Dynamic, Core, affected by equipment and class. Psionic offense stat.
Warding: Visible, Character Based, Dynamic, Core, affected by equipment and class. Psionic defense stat.
Agility: Visible, Character Based, Dynamic, Core, affected by equipment and class. Determines turn order, has influence on some skills. Along with Offensive stats, gives bonus to base accuracy. Along with Defensive stats, gives bonus to base evasion. Along with Character Level, gives bonus to flee success chance.
Luck: Visible, Character Based, Static, Core, affected by equipment and class. Ailment and Effect resistance.
Earth Affinity: Visible, Character Based, Static, Elemental. Grants boost to effect and ailment infliction of earth elemental spells.
Earth Power: Visible, Character based, Static, Elemental, affected by equipment. Enhances the power of earth elemental damage and healing.
Earth Resist: Visible, Character based, Static, Elemental, affected by equipment. Reduces earth elemental damage taken.
Fire Affinity: Visible, Character Based, Static, Elemental. Grants boost to effect and ailment infliction of fire elemental spells.
Fire Power: Visible, Character based, Static, Elemental, affected by equipment. Enhances the power of fire elemental damage and healing.
Fire Resist: Visible, Character based, Static, Elemental, affected by equipment. Reduces fire elemental damage taken.
Air Affinity: Visible, Character Based, Static, Elemental. Grants boost to effect and ailment infliction of air elemental spells.
Air Power: Visible, Character based, Static, Elemental, affected by equipment. Enhances the power of air elemental damage and healing.
Air Resist: Visible, Character based, Static, Elemental, affected by equipment. Reduces Air elemental damage taken.
Water Affinity: Visible, Character Based, Static, Elemental. Grants boost to effect and ailment infliction of water elemental spells.
Water Power: Visible, Character based, Static, Elemental, affected by equipment. Enhances the power of water elemental damage and healing.
Water Resist: Visible, Character based, Static, Elemental, affected by equipment. Reduces water elemental damage taken.
Critical Rate: Hidden, Equipment Based, Static, Combat, affected by equipment. The critical hit rate of a weapon.
Critical Might: Hidden, Equipment Based, Static, Combat. The percentage of a character's level that gets factored into the critical damage equation.
Unleash Rate: Hidden, Equipment Based, Static, Combat, affected by equipment. How often a weapon will unleash its unique skill when the attack command is used.
HP Regen: Hidden, Equipment Based, Static, Combat, affected by equipment. How much health the character recovers per turn.
EP Regen: Hidden, Equipment Based, Static, Combat, affected by equipment. How much energy the character recovers per turn.
I use many other stats, but they're not really stats in practice so much as they are pseudo stats. This includes things such as Ability Range, Ability Magnitude, Unleash Might, etc. However, rather than being tied to the characters, they're tied to abilities themselves, so they'd be a discussion for another topic.
So, many of these I know I can get with just the base version of the VXA, though I'm not sure which ones I'll have to manually add into it, or even if such a thing is possible (like I've said before, I only just got the program and haven't had much time to fiddle with it).
Edit: A... hahahaha... I worked a bit more with VXA. I'm gonna have to modify the hell out of this thing. And honestly, using abbreviations in the development sections... Now to hunt down how to change this stuff...
HP (Health): Visible, Character Based, Dynamic, Vital, affected by equipment and class. Measure of a character's health.
EP (Energy): Visible, Character Based, Dynamic, Vital, affected by equipment and class. Measure of a character's ability to cast spells.
Attack: Visible, Character Based, Dynamic, Core, affected by equipment and class. Physical offense stat.
Defense: Visible, Character Based, Dynamic, Core, affected by equipment and class. Physical defense stat.
Casting: Visible, Character Based, Dynamic, Core, affected by equipment and class. Psionic offense stat.
Warding: Visible, Character Based, Dynamic, Core, affected by equipment and class. Psionic defense stat.
Agility: Visible, Character Based, Dynamic, Core, affected by equipment and class. Determines turn order, has influence on some skills. Along with Offensive stats, gives bonus to base accuracy. Along with Defensive stats, gives bonus to base evasion. Along with Character Level, gives bonus to flee success chance.
Luck: Visible, Character Based, Static, Core, affected by equipment and class. Ailment and Effect resistance.
Earth Affinity: Visible, Character Based, Static, Elemental. Grants boost to effect and ailment infliction of earth elemental spells.
Earth Power: Visible, Character based, Static, Elemental, affected by equipment. Enhances the power of earth elemental damage and healing.
Earth Resist: Visible, Character based, Static, Elemental, affected by equipment. Reduces earth elemental damage taken.
Fire Affinity: Visible, Character Based, Static, Elemental. Grants boost to effect and ailment infliction of fire elemental spells.
Fire Power: Visible, Character based, Static, Elemental, affected by equipment. Enhances the power of fire elemental damage and healing.
Fire Resist: Visible, Character based, Static, Elemental, affected by equipment. Reduces fire elemental damage taken.
Air Affinity: Visible, Character Based, Static, Elemental. Grants boost to effect and ailment infliction of air elemental spells.
Air Power: Visible, Character based, Static, Elemental, affected by equipment. Enhances the power of air elemental damage and healing.
Air Resist: Visible, Character based, Static, Elemental, affected by equipment. Reduces Air elemental damage taken.
Water Affinity: Visible, Character Based, Static, Elemental. Grants boost to effect and ailment infliction of water elemental spells.
Water Power: Visible, Character based, Static, Elemental, affected by equipment. Enhances the power of water elemental damage and healing.
Water Resist: Visible, Character based, Static, Elemental, affected by equipment. Reduces water elemental damage taken.
Critical Rate: Hidden, Equipment Based, Static, Combat, affected by equipment. The critical hit rate of a weapon.
Critical Might: Hidden, Equipment Based, Static, Combat. The percentage of a character's level that gets factored into the critical damage equation.
Unleash Rate: Hidden, Equipment Based, Static, Combat, affected by equipment. How often a weapon will unleash its unique skill when the attack command is used.
HP Regen: Hidden, Equipment Based, Static, Combat, affected by equipment. How much health the character recovers per turn.
EP Regen: Hidden, Equipment Based, Static, Combat, affected by equipment. How much energy the character recovers per turn.
Visible: Player can see it in the status screen.
Hidden: Player cannot see it, but can see its effects.
Vital: Stats with a current and max value that deplete in battle.
Core: The primary stats that govern battle.
Elemental: Stats that act as Elemental modifiers for individual elements.
Combat: Stats that govern battle, but cannot be affected by buffs/debuffs.
Character Based: The base value is determined by the character, and modified by other things.
Equipment Based: The value is determined only by equipment worn.
Dynamic: Increases at level up based on growth curve.
Static: Value is not affected by level.
Hidden: Player cannot see it, but can see its effects.
Vital: Stats with a current and max value that deplete in battle.
Core: The primary stats that govern battle.
Elemental: Stats that act as Elemental modifiers for individual elements.
Combat: Stats that govern battle, but cannot be affected by buffs/debuffs.
Character Based: The base value is determined by the character, and modified by other things.
Equipment Based: The value is determined only by equipment worn.
Dynamic: Increases at level up based on growth curve.
Static: Value is not affected by level.
I use many other stats, but they're not really stats in practice so much as they are pseudo stats. This includes things such as Ability Range, Ability Magnitude, Unleash Might, etc. However, rather than being tied to the characters, they're tied to abilities themselves, so they'd be a discussion for another topic.
So, many of these I know I can get with just the base version of the VXA, though I'm not sure which ones I'll have to manually add into it, or even if such a thing is possible (like I've said before, I only just got the program and haven't had much time to fiddle with it).
Edit: A... hahahaha... I worked a bit more with VXA. I'm gonna have to modify the hell out of this thing. And honestly, using abbreviations in the development sections... Now to hunt down how to change this stuff...
Darigaaz, yeah, that's quite a bit of modification that you want to do! I have no idea if there is a script out there that you could use, but it might bear some looking into.
Aye, that would be quite necessary. Right now I can get much of the functionality, but it's the fact that I use two types of crit styles, as well as the large amount of elemental stats that it doesn't support natively that'll hold me back.
Then there's the class system. From what I can tell, VXA does not natively support changing classes, and ties stats to classes instead of characters. That... might be among the toughest things I've gotta do, as each character should have access to a minimum of 31 classes, each unique to them. Classes with this system don't determine stat growths, but rather stat multipliers, so I'll need to figure that out too....
Then there's the class system. From what I can tell, VXA does not natively support changing classes, and ties stats to classes instead of characters. That... might be among the toughest things I've gotta do, as each character should have access to a minimum of 31 classes, each unique to them. Classes with this system don't determine stat growths, but rather stat multipliers, so I'll need to figure that out too....
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