RPG Maker VX Ace

RPG Maker VX Ace

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Guide to Parameters and Formulas
By Anti-Materiel Girl
This is a quick reference guide to help you figure out what each parameter does and what formulas are used by the game.
This guide is currently unfinished, so feel free to request additions and point out mistakes.

BASIC PARAMETERS
MHP (Maximum HP): Determines a character's maximum HP.
MMP (Maximum MP): Determines a character's maximum MP.
ATK (Attack): Used in damage formulas.
DEF (Defense): Used in damage formulas.
MAT (Magic Attack): Used in damage formulas.
MDF (Magic Defense): Used in damage formulas.
AGI (Agility): Agility has three seperate effects:
  • Determining Turn Order
In battle, the character with the highest Agility usually goes first. However, there is a random factor: each turn, each character has a random amount added to their Agility, up to 5 plus one-quarter of their Agility. This means that a character with, say, 80 Agility will sometimes act before one with 100 Agility. There are also other factors (action speed, attack speed) that determine turn order.
  • Determining Chance of Preemptive Strike or Surprise
If the average Agility of all characters in the player's party is less than the average Agility of all enemies in a random encounter, there is a 3% chance of a Preemptive Strike (giving the party a free turn) and a 5% chance of Surprise (giving the enemies a free turn). If the party's average Agility is higher, there's a 5% chance for Preemptive Strike and 3% chance of Surprise.
Agility can also be used in damage formulas.
  • Determining Chance of Escape
More on this later
LUK (Luck): Determines the chance of states and debuffs occuring:
Chance (%) = [100 + (user's luck - target's luck) ÷ 10] * Skill's chance to add state * Any State/Debuff Rate effects on the target
[The formula is taken directly from the RPGVX ACE help file]
Note that all debuffs always have a default 100% chance to be added by skills, while states may have a different chance of occuring based on the skill.

EXTRA PARAMETERS
HIT: A character's percentage chance to hit with physical attacks. If a character has multiple modifiers to HIT, they are added together. When creating a new character class or enemy, they default to having a feature that gives +95% HIT. If you remove this, you'll end up with a character that has a 0% chance to hit, so be careful not to leave a character with no HIT features.
EVA: A character's percentage chance to avoid physical attacks. Evasion is calculated seperately from an attack's chance to miss. This means that if a character with 95% HIT attacks a character with 5% EVA, the actual chance to hit is 0.95 * (1 - 0.05) = 0.9025, 90.25%. New classes and enemies default to 5% EVA.
CRI: The chance of a successful attack being a Critical Hit. Critical Hits deal triple damage (or triple healing, if you set a healing spell to crit). Only skills with the "Critical" option set to Yes will get crits. This defaults to 4% on newly created classes (but not enemies).
CEV: Decreases the chances of attacks scoring a critical against the character. The chance of a critical occuing is (attacker's CRI) * (1 - defender's CEV), so a 50% CEV will halve the target's CRI (not subtract 50 from it).
MEV: The percentage chance to evade magical attacks. Unlike physical attacks, there is no HIT stat for magical attacks, so the chance of a hit occuring is (1 - defender's MEV).
MRF: The percentage chance to reflect magical attacks.
CNT: The percentage chance to counter physical attacks. This negates the incoming attack and causes the defender to immediately make a normal attack against the original attacker.
HRG: Every turn in combat, or every 25 steps taken on the map, a character will regain a percentage of their maximum HP equal to their HRG. If the parameter is negative, they'll lose HP instead, and if this occurs on the map, the screen will flash red. Multiple instances of HRG stack, so a character with 10% HRG and -5% HRG will be regaining 5% of their maximum health per turn.
MRG: Like HRG, but affects MP instead of HP
TRG: Like HRG and MRG, but for TP. All characters have 100 maximum TP, so the amount of TP gained per turn will always be equal to the character's TRG value.
   
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5 Comments
Nemenöhr Mènthif Nov 20, 2017 @ 12:08am 
<3
Anti-Materiel Girl  [author] Nov 18, 2017 @ 1:39am 
Open the script editor, select game_actor on the left (under "Game Objects"), and find steps_for_turn. Change the number there to whatever number you want. It'll also affect mana regeneration and how quickly states go away when you're walking around. (I think the default is actually 20 - at least that's what it is in my current project, though I might have changed it and forgotten)
Nemenöhr Mènthif Nov 16, 2017 @ 10:26pm 
Do u know if its possible to change the amount of steps (25) that the game counts on the map, to the HRG?? i would like it to be faster, fewer steps
Nemenöhr Mènthif Nov 16, 2017 @ 10:25pm 
Nice, thanks
Falcon At Mar 13, 2015 @ 1:00am 
Very good, sir.