Game Development Reference
In-Depth Information
6.
MDF (Magic Defense) . Can be used in spell formulas to determine damage
mitigation
7.
AGI (Agility) . The higher a character's AGI, the sooner he/she acts in a given
battle turn.
8.
LUK (Luck) . Much as it is in many other games that have such a stat, Luck in RMVXA
is the wildcard stat. The official help file for RMVXA states that Luck “affects the
chance of adding a state or debuffing a parameter.” The default formula is
[Chance (%) = 100 + (user's luck - target's luck) ÷ 10].
Skills : These are one of the most intrinsic aspects of an RPG character. If a character did not
have any skills, it would only be able to attack with its weapon, and that would probably get
boring after a while. Some examples of skills include healing spells and power attacks.
Eric's class specializes in powerful attacks that inflict great physical damage.
Features : These define many miscellaneous, but important, aspects of a certain class.
Let's break down the Soldier class, feature by feature.
1.
TGR is short for “TarGet rate” and marks the rate at which a member of this class is
targeted by enemies. The default rate is 100% and can be increased or decreased as
desired. A particularly large warrior might warrant a higher TGR, while a smaller thief
would probably warrant a lower TGR. Say you have a party of three: a large warrior
with 200% TGR, a normal-sized guard with 100% TGR, and a small thief with 50%
TGR. It is four times more likely that the warrior will be attacked than the thief. It is
half as likely that the thief will be attacked than the guard.
2.
HIT is short for “HIT rate.” In RMVXA, a character's accuracy is equal to its HIT
plus any HIT it is gaining from its equipment. A character's ability to land its attacks
and skills is negatively modified by any EVA (Evasion) the enemy has. The stock
functionality of RMVXA is set up so that the game calculates first to see if an actor
lands its attack and, if so, checks if the enemy dodges the attack.
3.
CRI is short for “Critical rate.” When a character lands a critical hit, it deals triple
the normal damage. An actor's chance to land a critical hit is reduced, based on the
enemy's CEV (Critical Evasion rate).
4.
Add Skill Type is a feature that allows a chosen class to use a category of skills. In
this case, Soldiers can use Special-type skills. By default, RMVXA has two skill types:
Special and Magic. A class requires access to a skill type to be able to use skills from
that type.
5.
Equip Weapon/Armor are both fairly self-explanatory. They define what kinds of
weapons and armor a given class can use. If you don't assign any Equip features
to a class, it will be unable to equip anything (which, to be fair, might be good for a
completely unusual player character type, such as a wolf or a yeti).
From the Classes tab, let's move on to the Skills tab, which has a lot of information. The first time I laid eyes on
that part of the Database, I nearly fainted. Rest assured that it is not as overwhelming as it initially seems. Let's break
up this tab into two parts. Check Figure 3-3 for the first half.
 
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