Game Development Reference
In-Depth Information
3.
Formula . That little box you see there carries nearly infinite potential. Entire forum
threads have been filled throughout the Internet on making unconventional damage
formulas for seemingly anything you can think of in RMVXA. I'll be showcasing some
of the ones I've personally used, later on. For now, you should know that the user of a
skill is expressed by a ( a.atk in the case of Attack) and the target of a skill is expressed
by b ( b.def , for this skill). Leaving your cursor over the formula box for a few seconds
will cause a very helpful tool tip to appear, so I'll leave that as a short exercise for you.
The Quick button underneath the formula box allows you to nearly instantly crunch
basic damage formulas, based on the criteria it gives you.
4.
Variance . Determines the range of values a skill returns. Attack has a variance
of 20(%). To give an example, a character able to do 100 damage with Attack would
actually do anywhere between 80 and 120. I prefer my skill variance to be low, but
then again, I prefer my characters to have low stats rather than the high stats that the
default characters come with in RMVXA.
5.
Critical . Determines whether a skill can land a critical hit or not.
Effects : These are to skills what Features are to actors (and, as we'll see later, enemies and other
items as well). When used, Attack has a special effect to add a state named Normal Attack.
I wouldn't tamper with that. You can add other effects to the basic attack if you're curious, though.
The Database Skill tab doesn't seem so intimidating now, does it? We're more than half done looking at it as well!
Take a look at Figure 3-4 , for the other half of the Skills tab.
Figure 3-4. The lower half of the Skills tab in RMVXA
 
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