PAXNI'S PROFILE

Well, given that I'm on this website, you're probably safe in assuming that I use RPG Maker. Notable VX Ace. I've yet to finish any projects, but the one that I am currently working on is called Cinericus. Though it's still in the developmental stages, I'm hoping to release a demo eventually.

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RMVXA ABS (Action Battle System) Script?

Title. Has one been made yet? I know that a number of them exist for RMVX, but having already attempted to use them by plugging them into RMVXA, none of those that I've found work properly in RMVXA.
Thanks in advance.

Questions regarding attack, defense, and damage (RMVXAce)

Ah, thanks a lot! That helps completely.

Questions regarding attack, defense, and damage (RMVXAce)

I'm working on a game, and I have a question about the whole relationship between attack and defense in the engine- what's the real relationship between them? How do they affect one another? I understand that defense takes away from the amount of damage dealt by an attack, but I still don't fully understand the relationship.

Here's an example:
Character, who has 20 base attack, has a sword that has an attack rating of 10. Other than that, its attack element is physical, and it has an Ex-Parameter of 0%. In other words, it's the short sword in the RMVXA engine. Enemy has 10 defense. Does the 10 defense just ultimately cancel out the extra attack that the short sword gives and makes the enemy take damage based on the 20 base attack? If so, how would the actual amount of damage be calculated?

I just need to know the answers to this stuff so I can work on creating enemies for this game. Thanks in advance!

Experience Curve Help (VX Ace)

Okay, thank you so much. This works perfectly.

Experience Curve Help (VX Ace)

I think you misinterpreted this. ^_^
I know that you can edit the experience curve, but when I say enter your own values, I mean for each individual level, not for the Base Value, Extra Value, etc.

Experience Curve Help (VX Ace)

So, creating experience curves has never been my strong point in game making. Mostly with RPG Maker since I like to use low amounts of experience for each level.
Would anyone be willing to explain the various parts of the experience curve to me so I could get the low curve I want? Ideally, the curve I'd want would go (for the first five levels anyway):
0
24
67
144
283
etc
However, no combination I've found in VX Ace (or any RPG Maker for that matter) will give me that. Is there a way to just enter the individual values or do I HAVE to make it mathematically based on something?

Good Stats for a one-character game?

All I really needed was a realistic stat curve, though. o.o That, while it is a significant aspect of the game, is something that would make the game suffer when not done correctly. I would rather gain help from others rather than attempt it on my own and have it fail miserably.

Good Stats for a one-character game?

author=Craze
so what you are saying is that you are a lazy shit and don't want to put any effort into this at all

*facepalm*
Oh man, I don't wanna have a game with fifteen+ characters, huh? I must be lazy. 'cause, y'know, it's completely impossible to create a game based around developing the story of a single character rather than try to go in-depth about a ton. The other thing is, I'm leaving the playing experience up to the player, as the player can choose what class they want to be (out of your usual three and you can level them each to their respective upgrade ).
Also, I'm using the standard stats of enemies in VX for a reason. They're rather well-balanced if you can create groups in a less-than-unbalanced way, which is relatively easy. Don't mistake laziness for using good things to your advantage. When someone hands you their life savings, you don't say "this would be lazy" and go into the working class with a job that would make you resent your life. You take the money and be grateful you have it.

author=Craze
also, I'd just not use stats other than HP and Level. Level -> HP. Have damage be a function of weapon type (dagger = high chain capacity, 1 dmg/hit; axe = 3 dmg/hit; sword = 2 dmg hit followed by a 1 dmg chain hit; spear = moderate chain capacity, with good critical hit rate).


Now this is rather good advice that I will take into consideration.

Good Stats for a one-character game?

A game I am creating uses an action battle system, thus there is only one playable character. Since I'm keeping the stats of all enemies the same as they are when RMVX is first opened, does anyone have a suggestion for balanced stats? Provide the Level > Value and whether it's a fast gain and builds slower, slow gain and builds faster, or just entirely balanced the whole way through.

Any help needed from a writer?

Dialogue is where I suffer in game making. That being one of the most important parts, I may be able to use your help for some scene writing. Should I message you or something?