[RMMV] SEPERATE EQUIPMENT STATS (REMEMBER XP'S EQUIP SYSTEM?)
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In RPG Maker, you typically have some character stats. Equipment raises these stats. You get the idea; swords and staves and axes raise ATK, armor raises DEF and maybe you have accessories that raise other things. But what about that one game that was different? Some of you might remember RPG Maker XP. For those of you that don't or have never used it, character stats were still a thing, but you had 3 stats for equipment, one for physical attack power, and two for armor, physical and magical respectively. Spells would also have their own attack power and deal damage or heal based on the character's magic power. Now, there's one problem:
I'm far too lazy for my own d*** good
I know it would probably complicate the damage formula bar even more but I have had my custom formula in mind for a long time now. I just want something that adds equipment stats. If no one feels like writing this, then I'll probably do it myself.
XP's base formula had its problems, at least for me. For one, there's no character stat dedicated to defense. If a ghost dealt 45 damage, and then you levelled up 20 times, you'd still take that same 45 damage if you didn't change your armor. Sure, you have a higher evasion chance and HP but I like having more defense. Additionally, you can not cause damage unarmed. A sword can cause a mile of damage more than a fist sure, but there's no good reason why I can't kill anything bare-handed. Armor could also reduce damage to 0, which also peeves me. I feel like diminished returns would've been a great thing to add (similar to Yanfly's Armor Scaling), which could make it to where enemies are more difficult to damage but never impossible.
Anyways, I'd like to hear some opinions on the matter. Do you miss this old bad boy, or do you feel it's rightfully archaic?
I'm far too lazy for my own d*** good
I know it would probably complicate the damage formula bar even more but I have had my custom formula in mind for a long time now. I just want something that adds equipment stats. If no one feels like writing this, then I'll probably do it myself.
XP's base formula had its problems, at least for me. For one, there's no character stat dedicated to defense. If a ghost dealt 45 damage, and then you levelled up 20 times, you'd still take that same 45 damage if you didn't change your armor. Sure, you have a higher evasion chance and HP but I like having more defense. Additionally, you can not cause damage unarmed. A sword can cause a mile of damage more than a fist sure, but there's no good reason why I can't kill anything bare-handed. Armor could also reduce damage to 0, which also peeves me. I feel like diminished returns would've been a great thing to add (similar to Yanfly's Armor Scaling), which could make it to where enemies are more difficult to damage but never impossible.
Anyways, I'd like to hear some opinions on the matter. Do you miss this old bad boy, or do you feel it's rightfully archaic?
It's versatile. The idea behind it, to me, is to let the designer be able to do what they like from different angles. RMXP and the like walk this line between toolbox and prescription medication.
If you personally like the equipment stats, you can use them. If you don't like how they affect battle, drop 'em. But what matters is the functional balance and feel, which is up to the designer. If you can make it work well, go for it.
If you personally like the equipment stats, you can use them. If you don't like how they affect battle, drop 'em. But what matters is the functional balance and feel, which is up to the designer. If you can make it work well, go for it.
I never really understood the math behind XP's formula. Then again, I don't recall using it very long before I went to VX.
However, I made least one game, maybe two, where weapons technically had their own "base" attack power, and this was multiplied by a percentage based on the difference of the attack's ATK and the defender's DEF, or what-not. I may have even coded in a minumum damage of 1 in there, though, I doubt that took into account GRD, or PDR, or MDR. They were non-factors in those particular games, so...
*Edit: Sorry, I'm mostly talking VX Ace over here. No clue what's available in MV! I bet the process I used could be translated to MV, though.
However, I made least one game, maybe two, where weapons technically had their own "base" attack power, and this was multiplied by a percentage based on the difference of the attack's ATK and the defender's DEF, or what-not. I may have even coded in a minumum damage of 1 in there, though, I doubt that took into account GRD, or PDR, or MDR. They were non-factors in those particular games, so...
*Edit: Sorry, I'm mostly talking VX Ace over here. No clue what's available in MV! I bet the process I used could be translated to MV, though.
But, you could so easily change the formulas yourself. I'm even adding extra stats to my XP game.
The formulas are all in Game_Battler 3. (You would have to go into the menus and Game_Actor in order to put new stats everywhere, but you could do it. I even added new equipment slots to my characters: a few sheathed weapons.)
The formulas are all in Game_Battler 3. (You would have to go into the menus and Game_Actor in order to put new stats everywhere, but you could do it. I even added new equipment slots to my characters: a few sheathed weapons.)
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