![]() Sep 14 2010, 1:14 am
In response to Mega fart cannon
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I'm not planning to have nature is it really that important to the forumula?
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Ok, so basically to make this level up system i need to add another set of vars IV and EV and an nature vvariable. But what extactly is the nature variable and is it a number?
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Nature is basically a variable that does one of two things: decrease one stat by 10% and increase another by 10%, or absolutely nothing. There are 25 different Natures to encompass all the possible combinations between Attack, Defense, Special Attack, Special Defense, and Speed. HP is not affected by Natures. In the case of the Nature doing nothing, this is caused by the Nature increasing one stat by 10%, then decreasing that same stat by 10%, resulting in no bonus. Because of that, there are actually 5 Natures that don't do anything (stat-wise).
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Ok i'll not include nature. I'll see if i can get the level up system based on the pokemon system. And hopefully i can get it to work
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No. Random stats are no. You never, ever, ever do random stats. This means two people could effectively play through the game until the end, same equipment and statistics, and one comes out more powerful than the other.
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DivineTraveller wrote:
No. Random stats are no. You never, ever, ever do random stats. This means two people could effectively play through the game until the end, same equipment and statistics, and one comes out more powerful than the other. I agree but only partially. Without randomness RPGs tend to be boring. Any amount of randomness will cause two players to have different experiences and result in different characters. The problem here isn't that one character might be more powerful but that the difference in power could be huge. With bad luck I might get +1 strength every level while you get +3 every level. If my character relies on strength I might end up with a very weak character. My suggestion would be to use some type of mathematical function to control stat gains. If a player's strength was always level * 10 ± 5 there is randomness but we've eliminated the luck factor. If you gain a small amount of strength one level you're likely to get a larger gain next level. It guarantees that things will balance out over time so that the largest difference in strength between equal level players is 10. |
I agree with randomness, but I would use it in a different way. For example, one idea I've had floating around in my head would be to give each player a random 'quirk' when they roll their characters. They don't know it's there, and they probably won't interface with it for a long time, but it would influence things from behind the scenes, so the characters are still in that respect unique (to a point). This would be one of many factors (some can be determined by the player, some not) that I would rather do instead of stat increases.
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Forum_account wrote:
My suggestion would be to use some type of mathematical function to control stat gains. If a player's strength was always level * 10 ± 5 there is randomness but we've eliminated the luck factor. If you gain a small amount of strength one level you're likely to get a larger gain next level. It guarantees that things will balance out over time so that the largest difference in strength between equal level players is 10. I also like it when the stat is re-rolled from lvl 1 to your current level each time. That would remove the inequality, eventually, between two players. Say I level up from 1-10 as a very unlucky warrior who gets 1 strength per level and another warrior does the same but gets 3 per level. Now we have a fairly large disparity between our strength values (he should have 18 more than me from levels alone). On my next level, for whatever reason I roll well and get the maximum roll available for my level, + 21 strength, and he rolls one higher than what he has. This allows for inequality hidden in equality. However, you might want to handle the max level separately, since that is your LAST level there won't be any catching left. |
I'm currently trying to input the pokemon stat system in game but having difficulty cos of the forumula giving me an lower value than expected but may be cos i'm programming the forumla wrong.
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mob This does work fine now, I'm now trying to figure out what to do when the player creates his character. Not sure if i should the roll system. |
mob Add a bit of code that only allows this for a new character, and add in the rest of the variables with different settings if need be, and you're done. I personally don't like adding random amounts to just basic equations like that, but it's only an example, so do what you want with it. |
EVs aren't random. They're based off of what you defeat. Like the Pokemon Mewtwo gives 3 Special Attack EVs, it's usually based off of their highest stats.
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CalculateNewStats() This only changes the stat by either adding 0,1,2 points onto it and isn't that good. |
round(A) 'returns the floor of A (the largest integer less than or equal to A)'.
Reading the reference comes with amazing information. Astonishing! |