RPG Maker MV

RPG Maker MV

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Guide to all Parameters
By MrTea
Spending my time creating games and discovering how RPG maker works I've found that it isn't that easy to figure out what the parameters do without spending a while searching the internet or by testing. So I have found descriptions listed by Yanfly, who creates Plugins for RPG maker mv (recommended to check it Yanfly.moe). This Guide lists all Parameters, Ex-Parameters and Sp-Parameters and explains how they work.
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Parameter Guide
Base Parameter
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MHP - MaxHP
- This is the maximum health points value. The amount of health points (HP)
a battler has determines whether or not the battler is in a living state or
a dead state. If the HP value is above 0, then the battler is living. If it
is 0 or below, the battler is in a dead state unless the battler has a way
to counteract death (usually through immortality). When the battler takes
damage, it is usually dealt to the HP value and reduces it. If the battler
is healed, then the HP value is increased. The MaxHP value determines what's
the maximum amount the HP value can be held at, meaning the battler cannot
be healed past that point.

---

MMP - MaxMP
- This is the maximum magic points value. Magic points (MP) are typically
used for the cost of skills and spells in battle. If the battler has enough
MP to fit the cost of the said skill, the battler is able to use the said
skill provided that all of the skill's other conditions are met. If not, the
battler is then unable to use the skill. Upon using a skill that costs MP,
the battler's MP is reduced. However, the battler's MP can be recovered and
results in a gain of MP. The MaxMP value determines what is the maximum
amount the MP value can be held at, meaning the battler cannot recover MP
past the MaxMP value.

---

ATK - Attack
- This is the attack value of the battler. By default, this stat is used for
the purpose of damage calculations only, and is typically used to represent
the battler's physical attack power. Given normal damage formulas, higher
values mean higher damage output for physical attacks.

---

DEF - Defense
- This is the defense value of the battler. By default, this stat is used
for the purpose of damage calculations only, and is typically used to
represent the battler's physical defense. Given normal damage formulas,
higher values mean less damage received from physical attacks.

---

MAT - Magic Attack
- This is the magic attack value of the battler. By default, this stat is
used for the purpose of damage calculations only, and is typically used to
represent the battler's magical attack power. Given normal damage formulas,
higher values mean higher damage output for magical attacks.

---

MDF - Magic Defense
- This is the magic defense value of the battler. By default, this stat is
used for the purpose of damage calculations only, and is typically used to
represent the battler's magical defense. Given normal damage formulas,
higher values mean less damage received from magical attacks.

---

AGI - Agility
- This is the agility value of the battler. By default, this stat is used to
determine battler's position in the battle turn's order. Given a normal turn
calculation formula, the higher the value, the faster the battler is, and
the more likely the battler will have its turn earlier in a turn.

---

LUK - Luck
- This is the luck value of the battler. By default, this stat is used to
affect the success rate of states, buffs, and debuffs applied by the battler
and received by the battler. If the user has a higher LUK value, the state,
buff, or debuff is more likely to succeed. If the target has a higher LUK
value, then the state, buff, or debuff is less likely to succeed.

---


Extra Parameter
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HIT - Hit Rate%
- This determines the physical hit success rate of the any physical action.
All physical attacks make a check through the HIT rate to see if the attack
will connect. If the HIT value passes the randomizer check, the attack will
connect. If the HIT value fails to pass the randomizer check, the attack
will be considered a MISS.

---

EVA - Evasion Rate%
- This determines the physical evasion rate against any incoming physical
actions. If the HIT value passes, the action is then passed to the EVA check
through a randomizer check. If the randomizer check passes, the physical
attack is evaded and will fail to connect. If the randomizer check passes,
the attempt to evade the action will fail and the action connects.

---

CRI - Critical Hit Rate%
- Any actions that enable Critical Hits will make a randomizer check with
this number. If the randomizer check passes, extra damage will be carried
out by the initiated action. If the randomizer check fails, no extra damage
will be added upon the action.

---

CEV - Critical Evasion Rate%
- This value is put against the Critical Hit Rate% in a multiplicative rate.
If the Critical Hit Rate is 90% and the Critical Evasion Rate is
20%, then the randomizer check will make a check against 72% as the values
are calculated by the source code as CRI * (1 - CEV), therefore, with values
as 0.90 * (1 - 0.20) === 0.72.

---

MEV - Magic Evasion Rate%
- Where EVA is the evasion rate against physical actions, MEV is the evasion
rate against magical actions. As there is not magical version of HIT, the
MEV value will always be bit against when a magical action is initiated. If
the randomizer check passes for MEV, the magical action will not connect. If
the randomizer check fails for MEV, the magical action will connect.

---

MRF - Magic Reflect Rate%
- If a magical action connects and passes, there is a chance the magical
action can be bounced back to the caster. That chance is the Magic Reflect
Rate. If the randomizer check for the Magic Reflect Rate passes, then the
magical action is bounced back to the caster, ignoring the caster's Magic
Evasion Rate. If the randomizer check for the Magic Reflect Rate fails, then
the magical action will connect with its target.

---

CNT - Counter Attack Rate%
- If a physical action connects and passes, there is a chance the physical
action can be avoided and a counter attack made by the user will land on the
attacking unit. This is the Counter Attack Rate. If the randomizer check for
the Counter Attack Rate passes, the physical action is evaded and the target
will counter attack the user. If the randomizer check fails, the physical
action will connect to the target.

---

HRG - HP% Regeneration
- During a battler's regeneration phase, the battler will regenerate this
percentage of its MaxHP as gained HP with a 100% success rate.

---

MRG - MP% Regeneration
- During a battler's regeneration phase, the battler will regenerate this
percentage of its MaxMP as gained MP with a 100% success rate.

---

TRG - TP% Regeneration
- During a battler's regeneration phase, the battler will regenerate this
percentage of its MaxTP as gained TP with a 100% success rate.

---


Special Parameter
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TGR - Target Rate
- Against the standard enemy, the Target Rate value determines the odds of
an enemy specifically targeting the user for a single target attack. At 0%,
the enemy will almost never target the user. At 100%, it will have normal
targeting opportunity. At 100%+, the user will have an increased chance of
being targeted.
*NOTE: For those using the Battle A.I. Core, any actions that have specific
target conditions will bypass the TGR rate.

---

GRD - Guard Effect
- This is the effectiveness of guarding. This affects the guard divisor
value of 2. At 100% GRD, damage will become 'damage / (2 * 1.00)'. At 50%
GRD, damage will become 'damage / (2 * 0.50)'. At 200% GRD, damage will
become 'damage / (2 * 2.00)' and so forth.

---

REC - Recovery Effect
- This is how effective heals are towards the user. The higher the REC rate,
the more the user is healed. If a spell were to heal for 100 and the user
has 300% REC, then the user is healed for 300 instead.

---

PHA - Pharmacology
- This is how effective items are when used by the user. The higher the PHA
rate, the more effective the item effect. If the user is using a Potion that
recovers 100% on a target ally and the user has 300% PHA, then the target
ally will receive healing for 300 instead.

---

MCR - MP Cost Rate
- This rate affects how much MP skills with an MP Cost will require to use.
If the user has 100% MCR, then the MP Cost will be standard. If the user has
50% MCR, then all skills that cost MP will cost only half the required
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2 Comments
Johnny Starfish Oct 31, 2021 @ 12:52pm 
This is incomplete (as of late 2021). SpParameters missing include TP Charge Rate, Physical Damage, Magical Damage, Floor Damage, Experience.

Good guide otherwise, thanks!
Greenspottedeer Sep 7, 2020 @ 4:06pm 
It not internet library of parameters but its basics of understanding there ones that "work" With game currently I take it. I kind want to know if there survival parameters? What is buffs you get from that?
What kind of buffs can put per day of week? I mean does anyone do that?