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]