I looked through this forum, but didn't find a topic that covered my question.
I browsed through Lore's tutorial and was finally able to get some questions answered that have been bugging me; however there is still a couple relating to the how the primary actor attributes like [Str, Dex, Agi, Int] influence/modify the secondary attributes [Atk%, P.Def, M.Def, Evasion]
Before I started messing around with RMVX or RMXP I designed an attribute interaction system {on paper} using a different set of attributes. Since I cannot redesign the interaction between the pre-defined attributes (at least within the scope of the program) I figure I need to translate my system to suit how RPG Maker is set up.
It's all in the Game_Battler 3 script. Also, besides the fact that you are confused, I don't really get what you need help with, or what you are trying to do.
When I started to write out the mechanics of the game, I defined my attributes differently. For instance, I don't use a DEX or INT stat; but I do use the attributes the RMXP has linked to them, i.e. p.def, m.atk, m.def, accuracy and evasion (as independant stats).
What I am trying to figure out is the point by point correlation of the main stats that RMXP uses; forexample if a character has 1 point in Dex by how much does a character's accuracy and evasion increase? What about 1 point in INT?
Until I can figure out a way to rescript how RMXP determines stats, I was thinking that maybe I could rework my mechanics to fall in line with RMXP.
Quote from: winkio on October 31, 2011, 09:41:32 pm
It's all in the Game_Battler 3 script.
Look at the attack_effect, skill_effect, and item_effect methods.