Is it possible to make custom parameters?

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Started by Fulgrate 6 posts View original ↗
  1. I noticed that there is no "accuracy" stat, but rather it looks to pertain to weapons, and its always fixed at 0-100%. Is there any way to make an accuracy stat that calculates against the agility stat? Anyway to make new stats or have the already existing stats behave in a different way?

    Also, I wanted to know what the "speed" stat in skills does? What does Agility actually do anyway? It actually levels up while accuracy doesn't, so how does it calculate?

    Anyways, thanks for the help.
  2. Agility is used to define wich battlers will take action first and the chance of Preemptive/Surprise and Escape chance.

    The speed of skills value is a value added to the agility when calculating the turn order.

    By editing the scripts you can change any of the stats behavior, but without it there's not much you can do.
  3. Scripts? Ah, how difficult would it be to use these scripts?

    My preffered stats would be:

    HP:

    EN: What mp is.

    Offense:

    Defense:

    Accuracy: A stat that determines the accuracy of attacks.

    Evasion: A stat that calculates against accuracy, to determine the chance of dodge of the user.

    Speed: Although, in my original game design, this was meant to calculate for something else, but to fit it into this system, it will calculate the turn order of attacks, multipled by the skills own "speed" as you mentioned. Thus, I'm simply renaming agility.

    Mobility: I was hoping for there to be a "movement and positioning" in the games engine, where your character has a certain distance from the enemy which would mean melee users would have to get within range to attack.

    Is there a way to add a "range" stat to skills and a "mobility" stat to characters, or would a different version of game maker have it? If it can be done with scripting, it wouldn't have to be anything visual, just a indicator next to the character which will show many units of distance they are from their target.

    So say if my melee character has the cursor over an enemy it will say 1,250 for distance, but point the other cursor at another enemy, the number will be 200, his mobility is 250, so he will be able to close in on the character and attack. The extra 50 points will be calculated into the damage formula or calculated against the MP cost of the attack.
  4. Nohman: Thank you for the link.

    I'm very surprised at how customizable RPG maker is. A lot of good fighting systems out there. I like the fact that theres a system like Secret of Manga and the Side view system.

    I was surprised to find a system similar to something I proposed in 2010! The system itself also appears to have been made in 2010. The conclusion of a "meter" with tabs of when a turn is coming up is nothing short perplexing and bewildering! He actually might predate me by a month!!

    Here is my thread proposing such a system using a timeline with markers to indicate the possible turns.

    http://www.smogon.co...38&postcount=14

    Image showing the timeline meter with tabs from the post above.



    Here is the system in question:

    http://www.rpgmakerv...20

    Screenshot of their system:



    The only difference being that the timeline is on the opposite side and my version of it has animations and almost looks like a fighting game except for the fact that it's turn based so you aren't really controlling the characters{in that version anyway, later designs have active mobility as a factor.} And also the fact that if somebody throws an attack at you, you can interrupt said attack with your own attack, having both attacks collide{is that possible in RPG VX?} Like a fireball and sword blade colliding, with the stronger prevailing and using what leftover power it has to damage the player who's attack lost.

    I'm excited to see somebody reached the same result as me, within the same year, within the same 2 month period. It's nothing short of super coincidental. 0 _0

    My reason for making a timeline based engine was to be able to show a true, super speed, "bullet time", time-slowmo fighting in statistical terms.

    Here is a link to the latest design of my system, which I now called the Krono meter system. {I called it Universal meter in 2010, but Krono made more sense since it was time centric.}

    http://www.gamedev.n...-with-mock-ups/

    Note in the mock ups on that thread the system demands things that I don't think are possible in RPG VX{I'm not sure since I'm still new}, so I'm willing to simplify my system further for accommodating RPG VX's limits. In other words, I will try to make it as RPG like as possible, which means no flying in the air or maps with destructible terrain to fight on. It was the action itself that was turn-based RPG-like, but the movement was real time so that no time would be wasted going through a battlefield and running away from weaker enemies was an option.{On the other hand you can attack weaker enemy's in what looks like real time but it is because your reaction stat is so much higher than theirs, that they basically cannot react to the attack and have to throw basic attacks out before you attack to make it, ah, I'm babbling, there's so much I want to say about the real design of the game, but I'm willing to settle for the simpler RPG terms.

    Thanks again for the replies. Having RPG MAKER VX is great!

    EDIT: After reading more on his thread, the system isn't exactly the same. Mines relies on a "clock hand" to determine turns, while his counts the entire timeline as a turn. For my system, when the "clock hand" or in the old system interface the "timer tab" reached the characters tab, that was when they had optimal focus energy for a turn, BUT, before that tab, they are able to actually make a turn at anytime by pressing a key. The character tab only indicated when their "Focus" meter was full for optimal usage of techniques. So if you attacked before then, you could only use very basic attacks or even medium level attacks, and your strongest attacks would be "greyed" out. Furthermore, if you had no "Focus" energy left, you wouldn't be able to react in anyway to an enemy attack, not even a simple dodge to avoid some damage.

    I'm really stoked right now, I hope I can find somebody to help me out. I'm an illustrator and graphic designer, so my expertise is in graphics. If somebody helps me on the programming side, more can get done since I'll have more time for graphics, instead of dividing my time between programming/setting up and graphics{and I tried that already, took 4 years, or should I say, my teen years, to make a 2 hour RPG with tons of graphics, 30 playable characters, and 200 different attacks and a very large map with multiple levels.}
  5. This is now pure scripting territory, and is not a support question anymore. If you want to request a scrip, go to script requests. If you want help with an existing script, go to script support.

    This is now closed.