RPG Algorithms
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- ProphetsDementia
- Regular Member
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- Joined: Wed 06 Dec, 2006 2:20 am
- Location: Tokyo, Kanto, Japan
RPG Algorithms
Okey-dokey, I need some formulas to help with Elementz.
Currently, I have NO formulas for the level up sequence.
*HP gain
*MP gain
*EXP limit gain
I MUST HAVE THESE! Any help will be credited in-game!
Thanks a bunch!
Currently, I have NO formulas for the level up sequence.
*HP gain
*MP gain
*EXP limit gain
I MUST HAVE THESE! Any help will be credited in-game!
Thanks a bunch!
- ProphetsDementia
- Regular Member
- Posts: 81
- Joined: Wed 06 Dec, 2006 2:20 am
- Location: Tokyo, Kanto, Japan
A formula that specifies how many points to increase the maximum HP by and so on.
A learning curve of sorts. Slowly at first then quickly later on.
A learning curve of sorts. Slowly at first then quickly later on.
"Choice. The problem is choice."
"Quite correct. Strange; that was quicker than the others."
"Others?"
"In your case, this is the sixth version of the Matrix."
"Sixth version? Then, either no one told me or no one knew."
"Quite correct. Strange; that was quicker than the others."
"Others?"
"In your case, this is the sixth version of the Matrix."
"Sixth version? Then, either no one told me or no one knew."
-
- Calc King
- Posts: 1513
- Joined: Sat 05 Aug, 2006 7:22 am
So would maxhp *= 1.2 or something do?
Most RPG's also make leveling so that it will become increasingly harder at higher levels, something like:
(currentlevel + 10)*(currentlevel + 9) for a nice effect, the number would be the XP needed to reach the next level, 90 to reach lvl 1, then 110 extra to reach lvl 2 (200 total xp), etc..
Some RPG's use only that, others only decrease the XP earned, others do both, it makes sense that a higher level character does not earn as much xp from a low leveled enemy as does a newbie after all.
How does your MP/HP system work? Do you want it to regenerate? If so then you should probably only bind the amount of HP/MP to the level, and make the regeneration speed upgradeable with special items etc. ofcourse it makes sense to have upgrade items for the amount of HP/MP as well.
Up to you though, your game
Most RPG's also make leveling so that it will become increasingly harder at higher levels, something like:
(currentlevel + 10)*(currentlevel + 9) for a nice effect, the number would be the XP needed to reach the next level, 90 to reach lvl 1, then 110 extra to reach lvl 2 (200 total xp), etc..
Some RPG's use only that, others only decrease the XP earned, others do both, it makes sense that a higher level character does not earn as much xp from a low leveled enemy as does a newbie after all.
How does your MP/HP system work? Do you want it to regenerate? If so then you should probably only bind the amount of HP/MP to the level, and make the regeneration speed upgradeable with special items etc. ofcourse it makes sense to have upgrade items for the amount of HP/MP as well.
Up to you though, your game
- ProphetsDementia
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- Super Speler
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- driesguldolf
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You might want to try out the way pokemon deals with the stats:
instead of continueing with the last stats, it has a fromula to calculate the stats, check it here:
http://www.gamefaqs.com/portable/gbadva ... 3596/22554
instead of continueing with the last stats, it has a fromula to calculate the stats, check it here:
http://www.gamefaqs.com/portable/gbadva ... 3596/22554