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Bigace360

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Question

I have something for my game I was hoping some of you could fill in for me real quick. I need someone to adjust these settings to your liking for my Distribution System for the game Revelations the Demon Slayer. It should only take a minute or two to fill it out, I'm not really good at this as I might make them too powerful or underpowered. When you are finished making up numbers add the new parameter growth setting sheet in a new code box or put in a text file and posted it.
 
There are five stats in the game Endurance, Intelligence, Strength, Speed, and Luck. Which come from the original 1994 game. For the settings,  there are two types the regular (maxhp, maxmp, atk, etc) and the xparam/sparam. 
 
For the regular param_growth, you can set it to decrease by using "-" before your value. e.g :maxhp => [-9.5, 0, 0], will reduce MHP by 9.5:

      :maxhp => [0, 0, 0], # Maximum HP Stat.
      :maxmp => [0, 0, 0], # Maximum MP Stat.
      :atk => [0, 0, 0], # Attack Stat.
      :def => [0, 0, 0], # Defence Stat.
      :mat => [0, 0, 0], # Magic Attack Stat.
      :mdf => [0, 0, 0], # Magic Defence Stat.
      :agi => [0, 0, 0], # Agility Stat.
      :lck => [0, 0, 0], # Luck Stat. 

 
For the xparam/sparam param_growth, the following are % gains, so 0.01 = 1% or  0.013 = 1.30%:

      # xparam
      :hit => [0, 0, 0], # Hit Rate.
      :eva => [0, 0, 0], # Evasion Rate.
      :cri => [0, 0, 0], # Critical Hit Rate.
      :cev => [0, 0, 0], # Critical Evasion Rate.
      :mev => [0, 0, 0], # Magic Evasion Rate.
      :cnt => [0, 0, 0], # Counter Rate.
      :hrg => [0, 0, 0], # HP Regeneration Rate.
      :mrg => [0, 0, 0], # MP Regeneration Rate.
      # sparam
      :trg => [0, 0, 0], # Target Rate. (monsters targeting you)
      :grd => [0, 0, 0], # Guard Effect Rate
      :mcr => [0, 0, 0], # MP Cost Rate
      :pdr => [0, 0, 0], # Physical Damage Rate.(incomming)   
      :mdr => [0, 0, 0], # Magical Damage Rate.(incomming)
      :exr => [0, 0, 0], # EXP Gain Rate.

Below in the spoiler is the parameter growth setting sheet, if you can fill it out for me that would be great. I'll just take the best one out of the all the people that posted. If you have any question on this please ask and I'll see what I can do.

 

 

  PARAM_GROWTH ={
  # Endurance growth
    :option1 =>{
      # [max, random min, random max]
      :maxhp => [0, 0, 0], # Maximum HP Stat.
      :maxmp => [0, 0, 0], # Maximum MP Stat.
      :atk => [0, 0, 0], # Attack Stat.
      :def => [0, 0, 0], # Defence Stat.
      :mat => [0, 0, 0], # Magic Attack Stat.
      :mdf => [0, 0, 0], # Magic Defence Stat.
      :agi => [0, 0, 0], # Agility Stat.
      :lck => [0, 0, 0], # Luck Stat.
      # xparam
      :hit => [0, 0, 0], # Hit Rate.
      :eva => [0, 0, 0], # Evasion Rate.
      :cri => [0, 0, 0], # Critical Hit Rate.
      :cev => [0, 0, 0], # Critical Evasion Rate.
      :mev => [0, 0, 0], # Magic Evasion Rate.
      :mrf => [0, 0, 0], # Magic Reflect Rate.
      :cnt => [0, 0, 0], # Counter Rate.
      :hrg => [0, 0, 0], # HP Regeneration Rate.
      :mrg => [0, 0, 0], # MP Regeneration Rate.
      # sparam
      :trg => [0, 0, 0], # Target Rate. (monsters targeting you)
      :grd => [0, 0, 0], # Guard Effect Rate
      :rec => [0, 0, 0], # Recovery Effect Rate.
      :pha => [0, 0, 0], # Pharmacology Effect Rate.
      :mcr => [0, 0, 0], # MP Cost Rate
      :pdr => [0, 0, 0], # Physical Damage Rate.(incomming)   
      :mdr => [0, 0, 0], # Magical Damage Rate.(incomming)
      :exr => [0, 0, 0], # EXP Gain Rate.
    },
    
    # Intelligence growth
    :option2 =>{
      # [max, rand min, rand max]
      :maxhp => [0, 0, 0], # Maximum HP Stat.
      :maxmp => [0, 0, 0], # Maximum MP Stat.
      :atk => [0, 0, 0], # Attack Stat.
      :def => [0, 0, 0], # Defence Stat.
      :mat => [0, 0, 0], # Magic Attack Stat.
      :mdf => [0, 0, 0], # Magic Defence Stat.
      :agi => [0, 0, 0], # Agility Stat.
      :lck => [0, 0, 0], # Luck Stat.
      # xparam
      :hit => [0, 0, 0], # Hit Rate.
      :eva => [0, 0, 0], # Evasion Rate.
      :cri => [0, 0, 0], # Critical Hit Rate.
      :cev => [0, 0, 0], # Critical Evasion Rate.
      :mev => [0, 0, 0], # Magic Evasion Rate.
      :mrf => [0, 0, 0], # Magic Reflect Rate.
      :cnt => [0, 0, 0], # Counter Rate.
      :hrg => [0, 0, 0], # HP Regeneration Rate.
      :mrg => [0, 0, 0], # MP Regeneration Rate.
      # sparam
      :trg => [0, 0, 0], # Target Rate. (monsters targeting you)
      :grd => [0, 0, 0], # Guard Effect Rate
      :rec => [0, 0, 0], # Recovery Effect Rate.
      :pha => [0, 0, 0], # Pharmacology Effect Rate.
      :mcr => [0, 0, 0], # MP Cost Rate
      :pdr => [0, 0, 0], # Physical Damage Rate.(incomming)   
      :mdr => [0, 0, 0], # Magical Damage Rate.(incomming)
      :exr => [0, 0, 0], # EXP Gain Rate.
    },
    
    # Strength growth
    :option3 =>{
      # [max, rand min, rand max]
      :maxhp => [0, 0, 0], # Maximum HP Stat.
      :maxmp => [0, 0, 0], # Maximum MP Stat.
      :atk => [0, 0, 0], # Attack Stat.
      :def => [0, 0, 0], # Defence Stat.
      :mat => [0, 0, 0], # Magic Attack Stat.
      :mdf => [0, 0, 0], # Magic Defence Stat.
      :agi => [0, 0, 0], # Agility Stat.
      :lck => [0, 0, 0], # Luck Stat.
      # xparam
      :hit => [0, 0, 0], # Hit Rate.
      :eva => [0, 0, 0], # Evasion Rate.
      :cri => [0, 0, 0], # Critical Hit Rate.
      :cev => [0, 0, 0], # Critical Evasion Rate.
      :mev => [0, 0, 0], # Magic Evasion Rate.
      :mrf => [0, 0, 0], # Magic Reflect Rate.
      :cnt => [0, 0, 0], # Counter Rate.
      :hrg => [0, 0, 0], # HP Regeneration Rate.
      :mrg => [0, 0, 0], # MP Regeneration Rate.
      # sparam
      :trg => [0, 0, 0], # Target Rate. (monsters targeting you)
      :grd => [0, 0, 0], # Guard Effect Rate
      :rec => [0, 0, 0], # Recovery Effect Rate.
      :pha => [0, 0, 0], # Pharmacology Effect Rate.
      :mcr => [0, 0, 0], # MP Cost Rate
      :pdr => [0, 0, 0], # Physical Damage Rate.(incomming)   
      :mdr => [0, 0, 0], # Magical Damage Rate.(incomming)
      :exr => [0, 0, 0], # EXP Gain Rate.
    },
    
    # Speed growth
    :option4 =>{
      # [max, rand min, rand max]
      :maxhp => [0, 0, 0], # Maximum HP Stat.
      :maxmp => [0, 0, 0], # Maximum MP Stat.
      :atk => [0, 0, 0], # Attack Stat.
      :def => [0, 0, 0], # Defence Stat.
      :mat => [0, 0, 0], # Magic Attack Stat.
      :mdf => [0, 0, 0], # Magic Defence Stat.
      :agi => [0, 0, 0], # Agility Stat.
      :lck => [0, 0, 0], # Luck Stat.
      # xparam
      :hit => [0, 0, 0], # Hit Rate.
      :eva => [0, 0, 0], # Evasion Rate.
      :cri => [0, 0, 0], # Critical Hit Rate.
      :cev => [0, 0, 0], # Critical Evasion Rate.
      :mev => [0, 0, 0], # Magic Evasion Rate.
      :mrf => [0, 0, 0], # Magic Reflect Rate.
      :cnt => [0, 0, 0], # Counter Rate.
      :hrg => [0, 0, 0], # HP Regeneration Rate.
      :mrg => [0, 0, 0], # MP Regeneration Rate.
      # sparam
      :trg => [0, 0, 0], # Target Rate. (monsters targeting you)
      :grd => [0, 0, 0], # Guard Effect Rate
      :rec => [0, 0, 0], # Recovery Effect Rate.
      :pha => [0, 0, 0], # Pharmacology Effect Rate.
      :mcr => [0, 0, 0], # MP Cost Rate
      :pdr => [0, 0, 0], # Physical Damage Rate.(incomming)   
      :mdr => [0, 0, 0], # Magical Damage Rate.(incomming)
      :exr => [0, 0, 0], # EXP Gain Rate.
    },
    
    # Luck growth
    :option5 =>{
      # [max, rand min, rand max]
      :maxhp => [0, 0, 0], # Maximum HP Stat.
      :maxmp => [0, 0, 0], # Maximum MP Stat.
      :atk => [0, 0, 0], # Attack Stat.
      :def => [0, 0, 0], # Defence Stat.
      :mat => [0, 0, 0], # Magic Attack Stat.
      :mdf => [0, 0, 0], # Magic Defence Stat.
      :agi => [0, 0, 0], # Agility Stat.
      :lck => [0, 0, 0], # Luck Stat.
      # xparam
      :hit => [0, 0, 0], # Hit Rate.
      :eva => [0, 0, 0], # Evasion Rate.
      :cri => [0, 0, 0], # Critical Hit Rate.
      :cev => [0, 0, 0], # Critical Evasion Rate.
      :mev => [0, 0, 0], # Magic Evasion Rate.
      :mrf => [0, 0, 0], # Magic Reflect Rate.
      :cnt => [0, 0, 0], # Counter Rate.
      :hrg => [0, 0, 0], # HP Regeneration Rate.
      :mrg => [0, 0, 0], # MP Regeneration Rate.
      # sparam
      :trg => [0, 0, 0], # Target Rate. (monsters targeting you)
      :grd => [0, 0, 0], # Guard Effect Rate
      :rec => [0, 0, 0], # Recovery Effect Rate.
      :pha => [0, 0, 0], # Pharmacology Effect Rate.
      :mcr => [0, 0, 0], # MP Cost Rate
      :pdr => [0, 0, 0], # Physical Damage Rate.(incomming)   
      :mdr => [0, 0, 0], # Magical Damage Rate.(incomming)
      :exr => [0, 0, 0], # EXP Gain Rate.
    },
  } 

 

 

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4 answers to this question

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Yeah I'm not exactly sure what you mean either. Do you just want us to assign numbers to the field all willy nilly and make something totally random, possible unbalanced?

 

Maybe you can set a max value?

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This is actually something you should fill out. Cause we dont know how tough the monsters are or how tough the bosses are. Not knowing that we could mess up so bad that you could kill the final boss in 1 hit at level 2. Ned to know the pace of the game.

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@Pol: I lol at that last part.

 

OT: The problem is that I'll probably go ahead and mess it up as I suck at assigning things like this, but I understand what your saying. I could average the enemies stats with the parties level. However since the original game doesn't do that, I don't think that would be a good idea. I'll come back to this when a demo is out, for now don't worry about it.

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