Stats

Stats have many settings and configurations that make it possible to design your game exactly how you want it and with extreme depth if you want to.

Stats in RPG Builder were designed after some of my favorite ARPGs such as Grim Dawn, PoE, Last Epoch etc.

You can create any stat you want, with any name you want.


Generic Fields

Field Name

Function

ID

The ID of this asset data element. Automatically generated.

Name

Name of the asset data in the project and editor.

Display Name

The name that will be displayed to the player.

File Name

The name of the file in the project. Automatically generated.

Description

The description of the stat, displayed in the game UI.


Stat Types

There are never enough Stats!

There is currently over 65 unique stats in RPG Builder. More are coming, and you can of course add your own!

Info

Each Stat can go up or down from equipping items, having an effect applied, abilities, consumables and so on.

Stat Type

Function

Damage

For things such as Fire Damage, Crush damage etc. You can create as many as you want and they will increase the damage of your effects that have the matching damage type. 1 Point = 1 Extra damage

Resistance

This will reduce the damage taken from damage effects with a custom damage type. Things such as Fire Resistance, Crush Resistance etc. 1 point = -1% Damage Taken from this source

Penetration

This will penetrate a percentage of the target's resistance. 1 point = -1% Target Resistance

Healing

For things such as Holy Healing, Nature Healing etc. You can create as many as you want and they will increase the healing of your effects that have the matching damage type. 1 Point = 1 Extra Heal

Absorption

This will increase the healing received from a specific healing type. Similar to resistances but for healing.

CC Power

The efficiency of your Crowd Control abilities. Default is 100%.

CC Resistance

The efficiency of the Crowd Control abilities that hits you. Default is 100%.

DMG Taken

The current percentage of damage that you take. Default is 100%.

DMG Dealt

The current percentage of damage that you deal. Default is 100%.

HEAL Received

The current percentage of heal that you receive. Default is 100%.

HEAL Done

The current percentage of heal that you provide. Default is 100%.

Cast Speed

The current speed at which you cast your incanted abilities. Default is 100%.

Crit Chance

The chance to inflict a critical hit.

Base Damage Type

Increase the base damage type.

  • Neutral

  • Physical

  • Magical

Base Resistance Type

Decrease the damage taken from a base damage type. 1 point = -1% Damage Taken from this source

Summon Count

The current maximum amount of minions that can be owned at once from this unit.

CD Recovery Speed

The current speed at which the abilities cooldowns are recovering. Default is 100%.

Global Healing

Increases all heals.1 point = +1 Healing

Lifesteal

The percentage of the damage dealt that is converted to heal for the caster.

Thorn

The percentage of the damage taken that is dealt to the attacker.

Block Chance

The chance to block a physical attack.

Block Flat

The flat amount of damage that is blocked.

Block Modifier

The percentage of damage that is blocked.

Dodge Chance

The chance to dodge an attack.

Glancing Blow Chance

The chance to take only 50% of the damage taken from an attack.

Crit Power

The bonus damage from critical hits.

DoT Bonus

The bonus of damage from damage over time effects.

HoT Bonus

The bonus of healing from healing over time effects.

Health On Hit

The amount of health that is gained back on hit from abilities that trigger the On Hit effects.

Health On Kill

The amount of health that is gained back on kill from abilities that trigger the On Kill effects.

Health On Block

The amount of health that is gained back on block.

Effect Trigger

Possibility to trigger one or more effects based on some conditions. The current amount of this Stat is a percentage, where 100 means that the effects will be triggered 100% of the time. Effect Trigger Settings:

  • Target Type: Caster or Target

  • Tag: On Hit or On Kill

  • Effect: The Effect to trigger

  • Effect Rank: The rank of the Effect to trigger

  • Chance: The chance of this effect to be triggered

Loot Chance Modifier

The extra percentage of chance added to the loot drops.

Experience Modifier

The extra percentage of experience added to the total experience gains.

Vitality Regen

The extra amount that is shifted for this specific vitality stat.

Minion Damage

Extra damage from custom types for your minions.

Minion Physical Damage

Extra physical damage for your minions.

Minion Magical Damage

Extra magical damage for your minions.

Minion Health

Extra health for your minions.

Minion Crit Chance

Extra critical chance for your minions.

Minion Crit Power

Extra critical power for your minions.

Minion Duration

Extra duration for your minions.

Minion Lifesteal

Extra lifesteal for your minions.

Minion Thorn

Extra thorn for your minions.

Minion Dodge Chance

Extra Dodge Chance for your minions.

Minion Glancing Blow Chance

Extra glancing blow chance for your minions.

Minion Health On Hit

Extra health on hit for your minions.

Minion Health On Kill

Extra health on kill for your minions.

Minion Health on Block

Extra health on block for your minions.

Projectile Speed

Alter the speed of your projectile abilities.

Projectile Angle Spread

Alter the spread of your projectile abilities.

Projectile Range

Alter the range of your projectile abilities.

Projectile Count

Alter the amount of projectile that is fired by your projectile abilities.

AoE Radius

Alter the radius of your AoE abilities.

Ability Max Hit

Alter the maximum possible amount of units hit by your abilities.

Ability Target Max Range

Alter the maximum range of your targeted abilities.

Ability Target Min Range

Alter the minimum range of your targeted abilities.

Attack Speed

Alter the speed of auto attacks as a percentage. Each point increases or decreases the speed by 1%.

Body Scale

A multiplier for the character's model size.

GCD Duration

The duration modifier of the global cooldown.

Block Active Angle

The value added to the base block angle.

Block Active Count

The amount of times the block effect can block until it is automatically stopped.

Block Active Charge Time Speed

The speed modifier at which the block will charge.

Block Active Duration

The duration modifier of the block.

Block Active Decay

The decay modifier of the block.

Block Active Flat Amount

The flat amount for the block.

Block Active Percent Modifier

The percentage modifier of the block power.

Movement Speed

The movement speed bonus of the unit.

Vitalty Bonus

The extra amount that is added to this specific vitality stat.


Setup

Field Name

Function

Is Percent?

If this type should be a modifier, such as casting speed, CC Resistance etc, tick this on.

UI Category

The category in which this Stat will be displayed inside the Character Panel Game UI.

You can create more under Types > Stat Categories

Categories:

  • Defense

  • General

  • None

  • Offense

  • Support

Check Min

Should this stat be clamped when reaching a minimum value?

Value Min

The minimum value possible for this stat.

Check Max

Should this stat be clamped when reaching a maximum value?

Value Max

The maximum value possible for this stat.

Default Value

The base Stat value for all Combat Nodes.

Is Vitality?

If this type is a resource such as health, mana, energy etc. Opens up Vitality Actions tab

Persistent?

Should the stat be persistent between sessions?

Starting Percentage

Slider bar setting the starting percentage of the stat.

Out of combat regen/decay?

Is this stat regenerating or decaying outside of combat?

Only available if Is Vitality is enabled

Amount

The amount the stat will be regenerating (positive value) or decaying (negative value) by. Outside of combat

Only available if Is Vitality and "out of combat regen/decay" are enabled

Interval

The duration between each regen/decay. Outside of combat.

Only available if Is Vitality and "out of combat regen/decay" are enabled

In combat regen/decay?

Is this stat regenerating or decaying during combat?

Only available if Is Vitality is enabled

Amount

The amount the stat will be regenerating (positive value) or decaying (negative value) by. During combat.

Only available if Is Vitality and "in combat regen/decay" are enabled

Interval

The duration between each regen/decay. During combat.

Only available if Is Vitality and "in combat regen/decay" are enabled

Sprint regen/decay?

Should this stat be altered while sprinting?

Only available if Is Vitality is enabled

Blocking regen/decay?

Should this stat be altered while blocking?

Only available if Is Vitality is enabled


Bonuses Fields

How does it work?

You first press the "Add Bonus" button, this will create a field where you can define a Stat Type (from the list above).

Then depending on the Stat Type you defined more fields will open. The Modifier field is always present.

Field Name

Function

Type

The type of this stat, it will define its function during gameplay. Stat Types can be found in the list above

Modifier

The modifier that will be used to determine the current bonus this stats gives. 1 means each point of this stat gives 1 point.

Damage Type

To identify a damage type. In the case that you want to create a Fire Damage stat. You need to define a Fire Damage Type inside the editor under Types > Damage Types. If an Effect in one of your Abilities has a Custom Damage Type with the Fire Damage Type assigned to it, your Fire Damage Stat will increase the damage dealt by this effect.

Only available if Type is Damage.

Resistance Stat

For example, in your Fire Damage Stat, the Resistance Stat could be Fire Resistance. When using an Ability with an Effect applied that deals Fire Damage, it will now check the target's Fire Resistance, and reduce damage accordingly.

Only available if Type is Damage.

Penetration Stat

In the case of a Penetration Stat, when calculating the Resistances of a unit, the Penetration Stat of this Resistance Stat will be taken in consideration.

Only available if Type is Damage.

Healing Type

To identify a healing type.In the case that you want to create a Holy Healing stat. You need to define a Healing Type inside the editor under Types > Healing Types. If an Effect in one of your Abilities has a Healing Type with the Holy Healing Type assigned to it, your Holy Healing Stat will increase the healing done by this effect.

Only available if Type is Healing.

Absorption Stat

Bonus to a specific healing type. Works similar to resistances for damage, but increases healing received instead.

Only available if Type is Healing.


Vitality Actions

How does it work?

This section only opens up if "Is Vitality" is enabled within the Setup section.

If the stat is a vitality stat you can press the "Add Action" button which will create a field where you can define your settings

Field Name

Function

Actions

The Game Action Template that will be triggered upon reaching the specified value.

Value

The value of the stat required to trigger the action

Value Type

  • Equal: The value needs to be matching

  • Equal Or Below: The value needs to be matching or below

  • Equal Or Above: The value needs to be matching or above

  • Below: The value needs to be below

  • Above: The value needs to be above

Is Percent?

Is the value a percentage?

Game Actions

Learn more about Game Action Templates here