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    Making Skills that factor Defense...

    In a lot of RPG's, Skill damage is factored by the Attack Power (or magic power, in the case of magic) of the character + the power of the skill (or magic) over the defense (or special defense) of the enemy. Like in Pokemon, for instance. Anyone know how to factor the defense into a Skill? I'd really like to know...

    ~the senmurv

    #2
    Re: Making Skills that factor Defense...

    Originally posted by Silver Senmurv View Post
    In a lot of RPG's, Skill damage is factored by the Attack Power (or magic power, in the case of magic) of the character + the power of the skill (or magic) over the defense (or special defense) of the enemy. Like in Pokemon, for instance. Anyone know how to factor the defense into a Skill? I'd really like to know...

    ~the senmurv
    Not sure if i understand what you mean. You can make abilities that increase your defense if that is what you mean. On RPG Maker 2 there is both armor and defend. There are in game examples of ways to increase Armor. Increasing defense is a little more tricky but i did finally figure out how to do it, so if you are intersted in them i can share the scripts with you.

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      #3
      Re: Making Skills that factor Defense...

      Thanks, but that isn't what I mean...

      It's hard to explain, but here's the main idea:
      A Physical Skill draws power from STR (Attack), while a Magic Skill draws power from INT (Intelligence). I looked at boh the Magic Formula and the Skill Formula scripts, which are used to figure out the damage dealt.

      With me so far? Anyway, when you launch a regular old Physical attack (no skill, just the default "Attack" command), The damage is figured by your attack stat / enemy defense stat. I wanted to know how to incorporate this into Magic Formula and Skill Formula.

      So I would have a Skill like this:
      Skill damage= Direct Rate with Character Attack Stat / enemy defense stat.

      I hope I made this clearer. Really.

      ~the senmurv

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        #4
        Re: Making Skills that factor Defense...

        Originally posted by Silver Senmurv View Post
        Thanks, but that isn't what I mean...

        It's hard to explain, but here's the main idea:
        A Physical Skill draws power from STR (Attack), while a Magic Skill draws power from INT (Intelligence). I looked at boh the Magic Formula and the Skill Formula scripts, which are used to figure out the damage dealt.

        With me so far? Anyway, when you launch a regular old Physical attack (no skill, just the default "Attack" command), The damage is figured by your attack stat / enemy defense stat. I wanted to know how to incorporate this into Magic Formula and Skill Formula.

        So I would have a Skill like this:
        Skill damage= Direct Rate with Character Attack Stat / enemy defense stat.

        I hope I made this clearer. Really.

        ~the senmurv
        Well, you could try making your own battle forumula and using that in your indirect/direct effect, instead of the default one. Just copy and paste the existing forumula and change it around, switching str with defend, attack with armor. That should work.
        Last edited by Jeremy; 03-06-2007, 12:15 AM.

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          #5
          Re: Making Skills that factor Defense...

          Maybe, but I'm not sure we're on the same page. Are you familiar with Pokemon? In it you have different skills that deal either physical or special (magic) damage. These skills play against your opponent's physical defense or special defense, depending on the skill. I would like to know how to make scripts that do this. I apologize that I'm not really clear about this. I wish I knew how to better describe what I want...

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            #6
            Re: Making Skills that factor Defense...

            Well you realize that you can make individual battle formulas for each attack if you wanted. The default data you get has a different formula for 'Skills' and 'Magic' and actually Magic has 5 different formulas.

            I outline the actual formulas here

            http://www.pavilionboards.com/forum/...42&postcount=5

            So the Skill formula does use strength, so just make it also use Defense instead of Magic Defense or whatever it uses.
            はじめまして。真(しん)の冷静(れいせい)です。どうぞよろしく。
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              #7
              Re: Making Skills that factor Defense...

              Originally posted by Silver Senmurv View Post
              Maybe, but I'm not sure we're on the same page. Are you familiar with Pokemon? In it you have different skills that deal either physical or special (magic) damage. These skills play against your opponent's physical defense or special defense, depending on the skill. I would like to know how to make scripts that do this. I apologize that I'm not really clear about this. I wish I knew how to better describe what I want...
              No need to apologize - the problem is most likely on this end when it comes to misunderstanding you. Not familiar with Pokeman, but if you are wanting to make certain attacks more effective against different opponents i suggest using different properties. For example: Let's say you have a physical attack and a magical attack, and you want an opponent strong to physical but weak to magical.

              Go to game settings and edit properties - rename one Magical and one Physical. Then go to the enemy edit and make the enemy 75% resistant to Physical and -75% resistant to magical. Then change the ability property to magical and that ability should be effective against that opponent.

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                #8
                Re: Making Skills that factor Defense...

                Hmm you know i figured out how to do this before it's basically similiar but what i did.

                Basically i hope you read this carefully.
                http://www.pavilionboards.com/forum/...ead.php?t=2386 about the intelligence formula.

                Basically you need to make a copy of skill formula and be sure to put something like defend formula to keep track of on the notes.


                Also you need to change line 031 Text content: Display Replace Strength with Defend. be sure Digits are not fixed is checked.

                So it's basically the same as the Intelligence Script only a few more things are required to make it work.

                If you need any more help with this just ask.

                (Basically i need to really get back to RPGM2 since i learned a few more things about scripting in XP. always leave detailed notes.)
                Last edited by RPG Learner; 04-08-2007, 01:15 PM.
                There is one thing that pretty much disturbes me in an SRPG....

                Maronakins.

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