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fromula little modifications

Started by joooda, July 11, 2007, 07:27:31 PM

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joooda

it must be simple i want it so the damage is equal to attacker attq - defender defence

if the defender is defending the damage is halved 

the second thing would for skills  it should 

(inteligence xskill  rating)/10 if magic
(attack xskill  rating)/10        if physical attck skill

but what i need is that the attck value is equal to str + weapon power that's what you see in the stat menu

i need this to so the difficulty managing becomes easier and my freinds are used to this and there are game feature in the game that require that

i hope it's possible and thanks in advance

yes and what line should i modifiy in the script

joooda

i know this is possible a dood explained me the skill thing so i know that what i was asking for was stupid so

can i do it

attk+str -enemie def =damage

and is it possible to make the attque stat equal to weapon pow +str to simplyfie the formula event more if

imposible say so so i don't have to wait for an answer that isn't to come

modern algebra

umm, no it is possible. But there are two questions. First, what battle system do you use. This is important because modifying the formulas for default does nothing if you use RTAB or any other battle system. Second, post the script so that someone can do it for you.

joooda

simple side view but i minght find an animated side view since i asked in an other topic for it i can seem to find one that works

joooda

isn't it just changing a line in battler three ?

modern algebra

#5
erm... kind of.

This is the regular battle formula (for damage on you), found in Game_Battler 3 around line 50 or so

[code]if hit_result == true
      # Calculate basic damage
      atk = [attacker.atk - self.pdef / 2, 0].max
      self.damage = atk * (20 + attacker.str) / 20
      # Element correction
      self.damage *= elements_correct(attacker.element_set)
      self.damage /= 100
      # If damage value is strictly positive
      if self.damage > 0
        # Critical correction
        if rand(100) < 4 * attacker.dex / self.agi
          self.damage *= 2
          self.critical = true
        end


and yes, most battle systems retain this. But some overwrite it and make their own battle formulas, which is why it matters which battle system you use.\

In any case:

atk = [attacker.atk - self.pdef / 2, 0].max # takes the higher of (attack - pdef) / 2 and 0.
      self.damage = atk * (20 + attacker.str) / 20 # damage calculated by multiplying the value above by (20 + stength) / 20

And then the subsequent lines correct for elemental effect, like Fire and stuff.

And then there are criticals.

If you wanted it to just be attk+str -enemie def =damage, then you would do this:

self.damage = attacker.str + attacker.atk - self.pdef
so it looks like this:


      # Calculate basic damage
      self.damage = attacker.atk + attacker.str - self.pdef
      # If you don't want elemental effect delete the three lines below this
      # Element correction
      self.damage *= elements_correct(attacker.element_set)
      self.damage /= 100
      # If damage value is strictly positive
      if self.damage > 0
        # If you don't want critical hits, delete the 5 lines below this
        # Critical correction
        if rand(100) < 4 * attacker.dex / self.agi
          self.damage *= 2
          self.critical = true
        end
        #if you don't want defend to do anything, delete the 4 lines below this:
        # Guard correction
        if self.guarding?
          self.damage /= 2
        end
      end



[/code]

joooda