like does it really mean you want it if you try to stop someone for kissing you and having sex with you but they don't end up stopping so you give in? does the like violation of consent parameters become void if you want it? like does wanting it supercede violation?
I think it’s a human tendency to form certain parameters for everything, shaped by our past experiences. We have a personal definition of comfort, often set by the feeling of being in our own home. We define safety and care based on how our parents or caretakers made us feel. Even something as simple as the sweetness of a drink feels “right” only when it matches the taste of the tea our mother made for us.
We carry these emotional templates with us—measuring every new experience against them. We compare comfort to home, kindness to how we were once treated, and love… to the way we were once loved.
But what happens to those who never had that? What about the ones who never truly felt loved—not at home, not by friends, not even by the world?
When they seek love, they don’t find it. Instead, they get advice. People tell them, “You’re just lonely,” or, “You need to love yourself first.” But how do you love yourself if no one ever showed you what love looks like? If no one ever made you feel seen, safe, or held?
For those people, love is a foreign language. An unknown color. A song they’ve never heard. They don’t need directions to find love. They need someone to introduce them to it.
Because you can only search for something if you know what you’re looking for.
Some people don’t need your wisdom—they need your warmth. They need someone to be their first example of real care. They need someone who listens without fixing, who stays without reason, who gives without asking for anything in return.
You can teach someone how to build a house—but who knows, maybe what they really need is someone to be their home
And maybe, if you’ve been lucky enough to know love, your job is to become that parameter for someone else. Not to save them, but to show them what’s possible. To help them set their own compass. To help them believe that love is not just something they heard about—it’s something they deserve to feel, too.
Good morning.
Don't wait on anyone to make your favorite thing.
Make your own favorite thing.
Go.
Good night.
Don't let anyone set parameters on your dreams.
Your dreams are yours
and yours alone.
Go.
Is 600 HP a lot or a little? That all depends on what sort of numbers your heroes and enemies can reach and how much damage they can dish out in a turn. In other words, it's very dependent on the individual project.
Let's examine these stats - called parameters - as well as other parts of the Classes tab.
In RPG Maker MZ, a playable character's Parameters are set in the Classes tab. You decide what Class an actor is given in the Actor tab, but the Class determines stats, level-up skills, and more.
This doesn't mean all your sorcerers have to learn the same level-up spells if you have more than one. You can name two separate classes "Sorcerer" if you want - the name will display the same for both but you can determine which one is applied to the actor because the game actually draws upon the class's number to determine the actor's class.
You can even make a unique class for each character.
Parameters and Growth Rate
Up near the class's name is a section where you can determine how quickly the class grows in level. You can adjust the sliders to change different parts of how fast the class levels up, but I think it's easier to just look at the numbers. The To Next Level tab shows how much experience the character needs to go from the current level to the next (a level 1 character in this example needs 50 exp to reach level 2). The Total tab shows how much total exp the class needs at minimum to reach the specified level (0 exp for level 1 because the character starts there, 50 for level 2, etc.)
I'm honestly not going to play with a lot here at the moment but I'm including it for the sake of completeness. You can alter the sliders until you get a growth rate to your liking in order to have some classes grow more quickly or slowly than others. How fast any class should grow is something you'll likely determine through play testing. Lots and lots of play testing.
Parameter Curves are the class's stats as they level up and they can be adjusted in the next section of the Classes tab. They're represented by colorful graphs.
The eight Parameters that can be adjusted here are Max HP, Max MP, Attack, Defense, M. Attack, M. Defense, Agility, and Luck. However, you can change how those stat names appear to the player.
If, for example, I want to change M.Attack to Magic Force I can go to the Terms Tab. In this tab the user can change the way game terms are displayed to the player.
Remember, this will only change the term in how it appears to the player. In the game database you'll still be working with M.Attack when creating damage formulas and the like.
Whether you rename them for your project or not, half of these eight parameters are more-or-less what they say on the tin. Max HP is the maximum HP the class has at a given level without enhancements. Max MP is the same but for MP. Agility determines action order.
There's even a luck stat that changes the character's chance of being affected by a status ailment.
The other four, however, don't really mean anything on their own. Attack, Defense, M.Attack, and M.Defense are just numbers until you determine how they interact with each other through skills.
The damage formula is something the creator of the game has pretty much limitless control over. I'll explore it more when I focus on Skills, but in short there's nothing stopping you from creating a skill that pits the user's Attack against the target's Attack to determine damage. Heck, you can use Agility if you want to make something like Pokemon's Gyro Ball move.
So is 600 HP a lot or a little?
Well, if you use the default the game provides, it's about the Max HP a Hunter has at a mere level 7.
Of course, you have control over the bounds of these parameters and can adjust them to your individual project. You can pick from the Quick Settings (A being the highest and E being the lowest) if you want to have your stats at around the engine default for your game.
You can input your own values for the lowest and highest levels for complete control over the range of the class's parameters. The Growth Type generates the curve for the levels in between. Normal is a linear progression. Faster growth curves promote more stat growth toward the early and middle levels, tapering off toward the highest ones. Slower curves put the greater leaps from one level to another toward the end of the curve with more gradual gains in the middle.
In other words, you can have HP from 20 at level 1 to 600 at level 99 if you want to give the player smaller numbers to work with. It's all up to you - balanced over lots and lots of play testing.
What sort of ranges will you give your game's parameters?