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SilverCrow

EXP/Stats Curve

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Hi guys ^^

I would like to ask for your help with the EXP and Stats Curve options in RPG maker XP.

I would like them to flow slowly, like in games as Golden Sun or Tales of (Namco Series games), one where you start with a base damage lower than 20, and also, one to make monsters have low stats as well.

 

Thanks for all ^^

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I'm not sure what you're having problems with, as the states curve system is pretty much logical.

 

Here are some examples with the HP stat:

 

6a37670f9110e12f9357f68f62e28d63.png

 

 

This would have the player's HP grow at a slower rate. At level 1 they would have about 450 HP, and by the time they reached level 99 (Which -- though it depends on the game -- is very unlikely to ever occur) they would have 3100 HP.

 

9cb888260610afb63909b8e0ed11cacd.png

 

As you can see in that next one, the angle is only slightly altered, but by the time that player reached 99, he would have more than double the previous player's.

 

 

Now those were generated with the predefined stat curves labeled A, B, C, D, E. You can use your mouse to draw out the curve yourself, to get something more complicated:

 

6851a77475f797cab571e7e137c5b8e3.png

 

 

This would have the player not gain any HP at all for the first few levels, as determined by that flat line. Then the rate increases to around that of the first one I showed you. By level 14 or so, the rate spikes and goes up a lot faster, untimely reaching an incredibly fast growth rate.

 

Finally, there is one more way to edit your character's stat curves. You can click the generate curve button to enter in specific values for the starting and final levels, like this:

 

6b8ef1b5479fb42fcfb4078267d0ef7b.png

 

That would make a character's base strength stat start at 20, and go to 180 by level 48, which is around where your player might stop leveling (just an estimated guess.)

 

You can also click at a certain point to figure out where the player will be at a certain level:

 

9faa1b8a1e61c9e0cef428fb1c348214.png

 

As you can see at level 39 the player gets 176 strength. You could also just enter in the level to find out what strength stat he will have by then, and even edit then specially.

 

 

I hope that helped. If you still need further assistance, let me know.

 

 

EDIT: Your English skills are really good!

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Thx dude, but i was asking about some values for them, i know how to use the system :x, i asked a bit of help about the initial and values to make a curve like the ones of golden sun games or tales of name series game~

 

but thnks dude~

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Yes but using that information you can just set the starting values to around 7ish or whatever to emulate that of Golden Sun. IIRC Golden Sun stats are really low like that, except HP which is like.. 100ish?

 

What's the problem? Just do that.. lol.

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Kind of an old topic, but just popping in... I'd be careful using very low numbers. I've heard that the math the program uses, unless you modify it I guess, is just not set up to use extremely low numbers for stats. (Like, less than 10 especially.) There's more info about it in this tutorial http://rpgmaker.net/tutorials/532/ .

 

The first tip I have is; don't go for low stats. The algorithm isn't build for that. Having 5 STR instead of just 3 doesn't increase the damage you deal in a meaningful way, like having 50 STR instead of just 30 does. Further, turn order will get extremely randomized. A character with 40 AGI is always faster than one with 20 AGI, but with 4 AGI vs. 2 AGI, it's barely even noticeable that one of them is faster than the other.

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That definitely does makes sense, so either go with higher stats, use another battle system, or make your own.

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