j4kl1ng3r 0 Report post Posted August 21, 2009 I've noticed on here that there's a lack of discussion about the statistics in RMXP, for your RPGS. For instance, what do you start your hero at? What inflation do you use? Etc etc. I wanted to start this topic because I'm having a rough time working out the semantics of leveling throughout my game. I want to make it so it takes a certain number of quests to gain levels yadda yadda, but i don't want to give the player strange levels of EXP for completing them. I guess it's just me being picky but I'm working on it. Discuss. Unrelated question Can someone explain to me what:dexterity does what strength does in relation to attack power and what intelligence does (MAX SP? VS INT?) what is a good level for evasion to be at Share this post Link to post Share on other sites
Marked 197 Report post Posted August 22, 2009 The stats are probably the least part of the game worked on by the majority of users(for characters). Probably because, like you, they dont know what each value will do exactly to the outcome of battles. This is vital in any release of the game because people will become uninterested if its either too hard, or too easy. This is especially difficult with the addition of items and shops. However, RPG Maker XP(unsure about VX) does have an effective way of controlling this with the battle test. There you can set up scenarios which are likely to occur in the real game to test the outcome of battles, too hard or too easy. I cannot remember what the attributes do off the top of my head. Obviously speed will increased the chance of avoiding an attack(or perhaps the opposite), and strength increases the amount of damage that the player can inflict. But these are all in the help file, so each is useful and has a purpose. All the elements in the game combined make for a tremendous balancing act. Share this post Link to post Share on other sites
Nisage 31 Report post Posted August 22, 2009 I think someone posted about this before, somewhere on this site. I believe DEX helps with the characters chances of hitting the enemy. You know, so they won't miss them that much. Share this post Link to post Share on other sites
Marked 197 Report post Posted August 23, 2009 Well, go to the RPG Maker XP help file(help -> contents), under RPG Maker XP, select Battle Formulas. I was going to post it here but it's rather complicated. The helpfile is so underrated. I'm pretty sure these can be changed in the scripts editor. Share this post Link to post Share on other sites
Hazzerous 0 Report post Posted September 3, 2009 Well ... I tend to keep stats low in all my games, both for enemies and the characters. I dunno, huge numbers are unappealing to me. Health might breach 2,000 or so for the huge tanks, near the really high levels... stats may hit 200 or so for some stats type things, towards the end. I usually have to mess around with the defense mod in the script, though... so that it's easier to do damage, but it still won't be useless. Share this post Link to post Share on other sites
Maulth 2 Report post Posted September 4, 2009 Well ... I tend to keep stats low in all my games, both for enemies and the characters. I dunno, huge numbers are unappealing to me. Health might breach 2,000 or so for the huge tanks, near the really high levels... stats may hit 200 or so for some stats type things, towards the end. I usually have to mess around with the defense mod in the script, though... so that it's easier to do damage, but it still won't be useless. I agree, bigger number stats are very unappealing to me as well, just as large amounts of [insert currency name here]. It's also a class by class thing, assuming your game is based on classes. STR is health, DEX is crits, etc... Share this post Link to post Share on other sites