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Rpg maker status effect stack based damage
Rpg maker status effect stack based damage






rpg maker status effect stack based damage

He then receives a buff, increasing his Strength to 14.

rpg maker status effect stack based damage

There are other details that I'd ultimately like to consider, but this is the primary goal: A player (or enemy) has a set of statistics that, at any given time, can be changed by a (maximum) number of statistic effects.Ī player with 100 Health and 10 Strength has a calculated Damage stat of 18 (arbitrary). Item effects may increase a stat past the cap.There is a maximum number of effects that can be used at one time (ex.Stats are affected by things like potions, friendly spells, debuffs, item effects, etc.Example: Stamina increases the Health stat by X per point. Stats are calculated into the basic Damage, Defense and Health stats.

rpg maker status effect stack based damage

Example: crit chance cannot exceed 100, Stamina cannot exceed 250 at level 40. Stats are capped (based on level or otherwise).Players and enemies share the same common stats.If you're familiar with EverQuest, this is the sort of system I'm going for, namely:

RPG MAKER STATUS EFFECT STACK BASED DAMAGE HOW TO

More recently, I've been trying to figure out how to implement the stats system. The work done has purely been based around things like what happens when a player attacks an enemy, etc. I would be interested to learn about any frameworks or tools that have an implementation of this system for learning purposes, but ultimately I wish to design my own system.įor the past several weeks, I've been working on building (the engine for) an RPG game. NOTE: I am currently not using any frameworks or other game dev tools like Unity - this is purely written using c# 6.0 in Visual Studio 2015.








Rpg maker status effect stack based damage