Charas-Project

Off-Topic => All of all! => Topic started by: daoman89 on May 20, 2013, 03:40:59 AM

Title: RM2K3 Stat Translation Fail
Post by: daoman89 on May 20, 2013, 03:40:59 AM
So I just figured out that Defense actually effects the damage output of magic based skills.  That being said, I think that defense is actually magic, and magic is actually the defense skill!  It solves all the condition problems as well. 
Title: Re: RM2K3 Stat Translation Fail
Post by: Meiscool on May 20, 2013, 03:43:26 AM
Not to be offensive, but there are several guides out there that describe damage calculations and stats in rm2003. I know we don't have one, but I'm sure other game sites that used to be dedicated to them have the guides.
Title: Re: RM2K3 Stat Translation Fail
Post by: daoman89 on May 20, 2013, 03:47:48 AM
Actually "defense" effects both physical defense and magic damage output.  That being said...  I don't see why there's even an intelligent statistic.
Title: Re: RM2K3 Stat Translation Fail
Post by: daoman89 on May 20, 2013, 03:52:16 AM
I think everyone in the world can agree whoever designed these formula's screwed up BIG time.  And the other fact is that i figured it out on my own :P

The formula doesn't include "A" defense when it clearly seems to influence the damage output.  Hmm...
Title: Re: RM2K3 Stat Translation Fail
Post by: daoman89 on May 20, 2013, 04:40:59 AM
Yeah, the 3 formulas work perfectly, but the condition effect is mysterious.  Looking into it more now that I'm capable of viewing the help file now :D
Title: Re: RM2K3 Stat Translation Fail
Post by: Prpl_Mage on May 20, 2013, 05:56:36 AM
I think the translation of defense for equipment it wrong, so where it says defense, it's actually intelligence.

Something like that. So if you don't keep your eyes open, you realize that it looks wierd when you're in the equipment screen.
Title: Re: RM2K3 Stat Translation Fail
Post by: Dr. Ace on May 20, 2013, 10:04:20 AM
Actually "defense" effects both physical defense and magic damage output.  That being said...  I don't see why there's even an intelligent statistic.

I think everyone in the world can agree whoever designed these formula's screwed up BIG time.  And the other fact is that i figured it out on my own :P

The formula doesn't include "A" defense when it clearly seems to influence the damage output.  Hmm...

Yeah, the 3 formulas work perfectly, but the condition effect is mysterious.  Looking into it more now that I'm capable of viewing the help file now :D

You know you can EDIT your post instead of multi-posting every time? Goddamn, that I'm the first to say this is ridiculous.
Title: Re: RM2K3 Stat Translation Fail
Post by: Prpl_Mage on May 20, 2013, 10:40:27 AM
I think it''s hard to notice without a big flashy avatar and signature to be honest. But yeah, he does that.
Title: Re: RM2K3 Stat Translation Fail
Post by: daoman89 on May 20, 2013, 02:52:08 PM
i do either depending on what device im using.  Plus if its after someone responds ill double post incase they dont notice the edit or i just dont feel like it.

 Anyways... the personal defense does influence physical attack, but not for conditions.  Im gonna play around with it again, but its ridiculous how broken it is.

EDIT:  Doubling Intelligence in the conditions tab in fact doubles your defense and doubling your defense doubles your magical damage.  Why?  God knows.  What can we do?  Just flip the skills and we will all be honky dori.
Title: Re: RM2K3 Stat Translation Fail
Post by: Prpl_Mage on May 20, 2013, 03:39:34 PM
where it says defense, it's actually intelligence.
And the other way around.


Like I mentioned, the two stats have swapped positions.
Title: Re: RM2K3 Stat Translation Fail
Post by: daoman89 on May 20, 2013, 05:38:17 PM
But not in the characters and equipment. Those seem to be alright for the most part.
Title: Re: RM2K3 Stat Translation Fail
Post by: Dr. Ace on May 20, 2013, 06:44:51 PM
If you have so many quarrels with RPG Maker's stats, why don't you work with something else? Sounds like making something yourself would be easier than fix this broken mess.
Title: Re: RM2K3 Stat Translation Fail
Post by: daoman89 on May 20, 2013, 06:52:24 PM
making the broken stats is an easy fix.  Just gotta work around it.  This is just a discussion on them and perhaps other people know of different solutions or problems etc.  It's not so broken that it isn't manageable.  Plus redoing over 300 maps on another problem would be a pain in the *** don't you think? lol
Title: Re: RM2K3 Stat Translation Fail
Post by: Dr. Ace on May 20, 2013, 07:45:28 PM
making the broken stats is an easy fix.  Just gotta work around it.  This is just a discussion on them and perhaps other people know of different solutions or problems etc.  It's not so broken that it isn't manageable.  Plus redoing over 300 maps on another problem would be a pain in the *** don't you think? lol

More content =/= better game.
Title: Re: RM2K3 Stat Translation Fail
Post by: DragonBlaze on May 20, 2013, 07:53:30 PM
making the broken stats is an easy fix.  Just gotta work around it.  This is just a discussion on them and perhaps other people know of different solutions or problems etc.  It's not so broken that it isn't manageable.  Plus redoing over 300 maps on another problem would be a pain in the *** don't you think? lol

You could code up a custom battle system that uses and calculates stats however you want. :)
Title: Re: RM2K3 Stat Translation Fail
Post by: daoman89 on May 20, 2013, 08:09:04 PM
Ok? 

I just got rid of a 'guard' condition altogether and protect is done with elements.  After tweaking some conditions and whatnot, there really hasn't been much of a change in the number of conditions, just some minor changes. 

Basically, here's what I've done.  It works for now until I find another problem.

Burst: Doubles attack, works fine.
Haste: Doubles speed, works fine.
Trance: Doubles magic (but doubles defense in the condition).
Doubling defense is done with elements, so protect increase physical resistance.
Jinx: Halves magic.
Weaken: Halves attack.
Slow: Halves speed.
Got rid of Guard and Cripple conditions.

Magic Resistance is done with 2 elements. Example: Fire and DeFire

When anti-shell is used, it reduces the DeFire instead of fire and I can also make enemies immune to anti-shell.
I also made it possible to absorb elements which is the main reason why I have the 2 elements in the first place.

Everything is running smoothly for now.  Feel free to tell me what you do to fix things Purp, I'm interested in your approach.

You could code up a custom battle system that uses and calculates stats however you want. :)

If only I felt like it... lol.  Believe me, I thought about doing that, but I got the handle on things for the most part so I can deal with it.
Title: Re: RM2K3 Stat Translation Fail
Post by: Prpl_Mage on May 20, 2013, 11:28:39 PM
To be honest, I'm just such a lazy bum that the only thing I do is to take notice to what is defence and what is intelligence and make sure it's all right and such.  Can't remember if I change the string that says " defense" to " intelligence" or if the problem was purely in the database. 
And then I usually work a lot with attributes and alignments for most things interesting. Like Gravity or a 50% heal.

Been some time since I made an honest game with rpgm2k3 now. I just keep trying out different systems and battlestyles. Okay, I usually use rpgm to code something so that I can answer people's requests. Funny thing though, people kinda realized that I would always answer so I receive I lot of PMs these days. They come back and feel it easier to contact me directly than to make a thread and wait for me to notice it or something.
Title: Re: RM2K3 Stat Translation Fail
Post by: Meiscool on May 20, 2013, 11:40:33 PM
That's cuz you're a cool dude man :D

I'm too lazy to answer most people's questions. Also, I'm a douche and people don't want to try asking me anyways.
Title: Re: RM2K3 Stat Translation Fail
Post by: daoman89 on May 21, 2013, 05:51:32 AM
As long as you know you are Meiscool :P