Topic:   Useful stat progression tracker   (Read 15613 times)


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Silverwind


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Useful stat progression tracker
« on: November 20, 2008, 12:19:51 PM »
If you're like me and have trouble calibrating stats in your game, an easy progression table is HPgain = HP / 4. I wrote a simple yet useful level tracker to provide me with a reference as I write the stats for high level monsters. Here it is:

Code: [Select]
maxleveltrack$ = USERASK How many levels would you like to track?
maxleveltrack = VAL maxleveltrack$
tab$ = "  "
X = 50
Z = 1
REPEAT maxleveltrack
 Â ALERT LVL: $Z$ $tab$$ HP: $X$ $tab$$ lvl up gain: $Y$
 Â Z = Z + 1
 Â Y = X / 4
 Â X = X + Y
END REPEAT
X = 0
Y = 0
Z = 0

Here's another version with easy to understand variables, but beware if you actually use it in-game, as the variable names might get mixed up.

Code: [Select]
maxleveltrack$ = USERASK How many levels would you like to track?
maxleveltrack = VAL maxleveltrack$
tab$ = "  "
HP = 50
level = 1
REPEAT maxleveltrack
 Â ALERT LVL: $level$ $tab$$ HP: $X$ $tab$$ lvl up gain: $gain$
 Â level = level + 1
 Â gain = HP / 4
 Â HP = HP + gain
END REPEAT
HP = 0
gain = 0
level = 0

Anywhoo, it's a handy little tool so I thought I'd post it up. :)
« Last Edit: November 21, 2008, 11:54:56 AM by Silverwind »
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Mystor


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Re: Useful stat progression tracker...
« Reply #1 on: November 20, 2008, 05:50:01 PM »
What is it suppossed to do...

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Tireas Dragon


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Re: Useful stat progression tracker...
« Reply #2 on: November 20, 2008, 08:38:35 PM »
You have trouble calibrating stats? how is this possible?
P.S. Uh… what does the code do and what is it for?
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Silverwind


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Re: Useful stat progression tracker...
« Reply #3 on: November 21, 2008, 07:22:34 AM »
I've been ranting since Moon Fable that stat balancing is the hardest task in game design. ::) I had endless delays with the release of QoM due to the amount of times I rewrote the strength progression tables, remember? This code gives you a quick reference for "strength at level such and such" work. You can easily edit the progression rate it calculates and even add extra variables to track in order to get a more accurate analysis of player/monster strength. HP is all I'm interested in at the moment.

The code is nothing special or anything, I just found it very helpful. :)

EDIT:

Try running the code exactly as shown in the template and you'll understand what it does.
« Last Edit: November 21, 2008, 07:25:23 AM by Silverwind »
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Silverwind


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Re: Useful stat progression tracker...
« Reply #4 on: November 21, 2008, 08:00:00 AM »
I've edited the code to reset the value of each var after the routine, that way you can run it twice in succession without having to quit the game.
« Last Edit: November 21, 2008, 09:17:32 AM by Silverwind »
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Tireas Dragon


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Re: Useful stat progression tracker...
« Reply #5 on: November 21, 2008, 09:14:22 AM »
So you are supposed to use it to find out how strong the next level monster you make is?
EDIT: I inserted the code to figure out what it does. I found out it only measures accurately up to level 30 after that the variable exceeds its max value.
« Last Edit: November 21, 2008, 09:27:25 AM by Tireas_Dragon »
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Silverwind


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Re: Useful stat progression tracker...
« Reply #6 on: November 21, 2008, 09:19:19 AM »
Yup. :)
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Tireas Dragon


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Re: Useful stat progression tracker...
« Reply #7 on: November 21, 2008, 09:29:11 AM »
Now I am just curious why isn't this in the GM help forum.
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Silverwind


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Re: Useful stat progression tracker
« Reply #8 on: November 21, 2008, 12:01:13 PM »
I tend to post most things in the Announcements forum by habit. I suppose it would be more suited to the GM Help forum. Perhaps a mod would oblige? :)
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EqwanoX


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Re: Useful stat progression tracker...
« Reply #9 on: November 21, 2008, 05:28:57 PM »
Quote
up to level 30 after that the variable exceeds its max value.
yea cause level 30 pwns

i usually adjust stats as i play the game but the stat system i use (which is similar to finalfantasy) is completely different, the enemies in my games always give the same exp no matter what level you are

Silverwind


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Re: Useful stat progression tracker...
« Reply #10 on: November 21, 2008, 05:35:42 PM »
Quote
i usually adjust stats as i play the game but the stat system i use (which is similar to finalfantasy) is completely different, the enemies in my games always give the same exp no matter what level you are
QoM was kinda like that. You'd receive 100 EXP for slaying something of equal level, less for weaker enemies and more for stronger. Very easy to work with. :)
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Tireas Dragon


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Re: Useful stat progression tracker
« Reply #11 on: November 22, 2008, 09:32:50 AM »
I am still trying to decide how I will do exp for Rokeno. I got a few Ideas but still working on a final master plan.
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Re: Useful stat progression tracker
« Reply #12 on: November 22, 2008, 10:53:15 AM »
In my game the enemies don't have levels... a certain type of baddie will always have the same stats. What will change is the enemies' intelligence... for example early in the game enemy soldiers would just charge at your character but later enemies would have "learned" better and use more strategy.  

Tireas Dragon


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Re: Useful stat progression tracker
« Reply #13 on: November 22, 2008, 11:03:53 AM »
So the first guys have a simple AI but the strong guys wait for you to come to them. Interesting. What about EXP?
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WarHampster


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Re: Useful stat progression tracker
« Reply #14 on: November 22, 2008, 03:01:20 PM »
When your character gains enough all around experience (the main areas of experience are strength [use of melee weapons] accuracy [use of ranged weapons] and skill [hardest to get, win battles while not getting hit much]) then your level goes up, increasing your health, damage, ect. However, you can't just specialize in one area, your strength, accuracy, and skill all have to be high in order to level up.

The modifier in gaining experience in anything is how smart the enemy is.
« Last Edit: November 22, 2008, 03:02:39 PM by WarHampster »