[RMVX ACE] HP AS A FORMULA, AND A FEW OTHER QUESTIONS.
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Does anyone know how I would go about this?- I want the character HP to be Level+Endurence+Stanima(End/Stan. would have to be added througha script, corrct?)
Also how do get custom numbers for experience levels- Say 2nd level needs 500 xp points, and third needs say 2500, and 10th needs say around 20,000.
Also what do people think the best/easiest to work with script to add different stats to the game.
Thanks to anyone who can help with these issues.
Also how do get custom numbers for experience levels- Say 2nd level needs 500 xp points, and third needs say 2500, and 10th needs say around 20,000.
Also what do people think the best/easiest to work with script to add different stats to the game.
Thanks to anyone who can help with these issues.
So, are Endurance and Stamina re-flavored versions of stats that already exist (DEF and MP?), or are they stats that you're adding in?
There's no way I can think of to customize the EXP curve the way you seem to want to without going into scripts.
There's no way I can think of to customize the EXP curve the way you seem to want to without going into scripts.
I was planning on using DEF for something else, but you are right about MP. Your Stamina is where your magic comes from. Technically I could probably reflavor luck as Endurance if that would make things easier.
Do you know of any scripts for the EXP curve?
Do you know of any scripts for the EXP curve?
found a script for the EXP problem.
Does anyone know any scripts I could use to create skills like-
Warrior- the higher the level the better your chance to hit
Thief- Higher the level the easier it is to pick locks, and (With a different battle system) the more damage you do from behind an enemy
Alchemist- The higher the skill, the more types of potions you can create/teh easier it is.
Along with weapon skills and others.
Does anyone know any scripts I could use to create skills like-
Warrior- the higher the level the better your chance to hit
Thief- Higher the level the easier it is to pick locks, and (With a different battle system) the more damage you do from behind an enemy
Alchemist- The higher the skill, the more types of potions you can create/teh easier it is.
Along with weapon skills and others.
That all can be done with conditional branches and level checks, except the warrior skill as far as I know.
If you took the time to event a lockpick system, you can easily assign a level to each lock and roll a random number + the thief's level to check if it opened.
If you took the time to event an alchemy system, you can easily assign a level to each potion recipe and have they appear only after you reach said level.
What do you mean by "weapon skills"? And ""others""?
Try to work with what you have, rmvxa is quite flexible on its own. Especially if it's your first game.
If you took the time to event a lockpick system, you can easily assign a level to each lock and roll a random number + the thief's level to check if it opened.
If you took the time to event an alchemy system, you can easily assign a level to each potion recipe and have they appear only after you reach said level.
What do you mean by "weapon skills"? And ""others""?
Try to work with what you have, rmvxa is quite flexible on its own. Especially if it's your first game.
I am almost positive that I made at least one game (in vanilla VX IIRC) where I changed the base scripts to have HP be a function of DEF so I am almost positive it is doable (even for a non-scripter). Just you know, back up your base scripts in case you break something!
author=JosephSeraph
What do you mean by "weapon skills"? And ""others""?
Try to work with what you have, rmvxa is quite flexible on its own. Especially if it's your first game.
For the lockpick/thief thing I know I could event that easily (Which it isnt really "Lockpicking" but if you have the skill, the chest will open), but I moreover needed a way to increase damage from ehind when I'm using GTBs (Tactical battle system) but I feel that would be almost impossible.
By weapon skills I mean in order to equip said weapon, you need the skill, like sword, hafted, pole, ect. And the higher the value the better the chance to hit with the weapon is.
author=Max McGee
I am almost positive that I made at least one game (in vanilla VX IIRC) where I changed the base scripts to have HP be a function of DEF so I am almost positive it is doable (even for a non-scripter). Just you know, back up your base scripts in case you break something!
I'll try to find out how to do this, Thanks.
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