04-18-2013, 07:07 PM
Ah. Well this is an excellent chance to ignore RPGXP's convoluted damage algorithm and make something a little more accessible. The one I am using for my project is "damage = battler.ATK - target.DEF/2"
As for game mechanics, I am going to suggest stackable statuses. Either the duration (cast Posion twice, Posion now lasts for 6 turns instead of 3), or the power (allowing for higher stat boosts), or both.
Edit: The three biggest jRPGS are Dragon Quest, Final Fantasy, and Shin Megami Tensei. It wouldn't hurt to take mechanic ideas from them. In my opinion, a maker battle system needs to start simple so it can be understood but also the user needs to be able to add their own complexities so their game can feel unique. RPGXP does this with its 'attack force' system. RPGVXA lets designers write their own damage formulas per spell.
Edit 2: Ooh ooh! If you are going to use the same data structures as RPGXP, why not do something with the "front, middle, rear" positions that classes have. They only affect hit chance by default...
As for game mechanics, I am going to suggest stackable statuses. Either the duration (cast Posion twice, Posion now lasts for 6 turns instead of 3), or the power (allowing for higher stat boosts), or both.
Edit: The three biggest jRPGS are Dragon Quest, Final Fantasy, and Shin Megami Tensei. It wouldn't hurt to take mechanic ideas from them. In my opinion, a maker battle system needs to start simple so it can be understood but also the user needs to be able to add their own complexities so their game can feel unique. RPGXP does this with its 'attack force' system. RPGVXA lets designers write their own damage formulas per spell.
Edit 2: Ooh ooh! If you are going to use the same data structures as RPGXP, why not do something with the "front, middle, rear" positions that classes have. They only affect hit chance by default...