[RMVX ACE] A QUESTION ABOUT STATS
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Alright, so, I've been working on my next game, and embarrassingly enough this is the first time I've ever tried making battles and actual mechanics and such in RPG Maker VX Ace. I know that you can use your own skill/damage/etc formulas in RMVXA, so I was planning to change the stats around like so:
Attack > Remains the Same
Defense > Recovery
The idea was to make this into a stat which, when you activated the guard command would be recovered to your Mana/Energy. I figure this should be a no-brainer, so I'm not really worried about it.
Magic Attack > Defense
Again, I'm thinking this should just be a case of replacing the targeted stat in formulas.
Magic Defense > Evasion
I was planning for this to be a percentage chance to avoid incoming attacks.
Speed > Remains the Same
Luck > Crit Chance
I wanted this to basically be a direct correlation to the percentage chance that you'll make a critical attack. So 1 point = 1%, basically.
My question is basically this: Does RM VX Ace automatically use any of these stats (specifically the Luck stat) in a certain way that would mess with my plans? Would I need to to change anything in the actual code to do this, or am I right in thinking that it's all a matter of simply using the formulas to do it?
So, just to reiterate, I'm not asking "what formulas should I use?", I just want to know if I can do this using only the default formula options.
I have no idea how this part of VX Ace works, so I figured I'd ask about it here. Any help would be appreciated
Attack > Remains the Same
Defense > Recovery
The idea was to make this into a stat which, when you activated the guard command would be recovered to your Mana/Energy. I figure this should be a no-brainer, so I'm not really worried about it.
Magic Attack > Defense
Again, I'm thinking this should just be a case of replacing the targeted stat in formulas.
Magic Defense > Evasion
I was planning for this to be a percentage chance to avoid incoming attacks.
Speed > Remains the Same
Luck > Crit Chance
I wanted this to basically be a direct correlation to the percentage chance that you'll make a critical attack. So 1 point = 1%, basically.
My question is basically this: Does RM VX Ace automatically use any of these stats (specifically the Luck stat) in a certain way that would mess with my plans? Would I need to to change anything in the actual code to do this, or am I right in thinking that it's all a matter of simply using the formulas to do it?
So, just to reiterate, I'm not asking "what formulas should I use?", I just want to know if I can do this using only the default formula options.
I have no idea how this part of VX Ace works, so I figured I'd ask about it here. Any help would be appreciated
Luck is used in status application chances iirc but it should be easy to strip out. Just Ctrl+Shift+F ".lck" I think, or maybe it's ".luk" to see where its used in game. Speed is used in turn order calculations but that's it, the rest are expected to be used in algorithms afaik. Somebody else will probably know more though.
Doesn't Luck correlate to crit chance by default? At least partially? I kind of hate how the RPG Maker help file talk about everything BUT how their stats work in a specific , non-generalized manner.
author=Ratty524
Doesn't Luck correlate to crit chance by default? At least partially? I kind of hate how the RPG Maker help file talk about everything BUT how their stats work in a specific , non-generalized manner.
The way I recall it, Luck has no functionality outside of the the calculation of status application. Like, it's one-tenth of the difference between the attacker's Luck and the defender's Luck, or something like that? It has nothing to do with critical rate. That's a different stat. CRI, I think?
iirc crit, like evade and accuracy, is entirely trait based and stats aren't factored in at all and default to zero if no trait adjusts them.
Thanks for the help, everyone.
So basically, things seem to be looking fine for my plans. I'll take a look for those .lck/luk pieces once I get to building everything.
So what this means is that if I don't call on anything to change those traits, then I can just ignore them and use my stats instead? That's what I'm taking away here.
So basically, things seem to be looking fine for my plans. I'll take a look for those .lck/luk pieces once I get to building everything.
GreatRedSpirit
iirc crit, like evade and accuracy, is entirely trait based and stats aren't factored in at all and default to zero if no trait adjusts them.
So what this means is that if I don't call on anything to change those traits, then I can just ignore them and use my stats instead? That's what I'm taking away here.
I'm home so I can actually look it up: Luck is 'luk'. For accuracy, crit, and evasion you'll want 'hit', 'cri', and 'eva' respectively. You can just change BattlerBase and fuck with them there, like:
Will convert param 5 (magic def) to evasion and add any evasion trades. You can axe the xparam(1) bit entirely if you don't want to use them. The Game_BattlerBase has the short of what param / xparam is what.
class Game_BattlerBase def eva return param(5) + xparam(1) end end
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