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    Would this work? (stats)

    This is what I'm planning.

    Instead of having stats at a high number, I wanted to try out focusing on percentage instead.





    HP: 100 (HP = Health Percentage)
    MP: 100 (MP = Mana Percentage)


    STR: 2 +1 every level
    Weapon boost range: 150 to 500%
    Formula: (STR x Weapon type boost) x Enemy damage type resistance = damage

    Ex: (50 [STR] x 150% Slash damage [sword]) x 75% Slash resistance [armored enemy] = 56.25 total damage to enemy





    DEF: 0 (fixed)
    Armor resistance range: 40% to 95%

    Formula: Enemy STR - (Enemy STR x damage type resist) = damage
    Ex: 100 [STR] -(100 x 95% stab resist) = 5 damage to player





    INT: 2 +1 every level
    Formula: INT - Enemy magic resist type = Magic damage

    Ex: 100 [INT] - (100 x 40% fire magic resist) = 60 fire damage to enemy




    AGI: 70 (fixed - enhanced by equipment)
    Max = 70 + equipment





    LUC: 2 +1 every level
    Max = 100





    Weapons: Multiplies Player STR, certain weapons do more damage to certain enemy types

    Armor: Each piece (Body/Head/Shield) gives +1 armor, Body armor reduces different enemy damage types to a fraction. Damage resistance to different types of attacks vary

    Accessories: Enhances INT and AGI


    Enemy stats
    HP: Varies
    STR: Varies [100 to 200]
    DEF: 0
    INT: 50 (bosses only)
    AGI: Varies




    Can anyone do me a favor and map out the formula scripts I need to do these?
    Think outside the box? HA! That box is already a thousand miles away!

    #2
    Re: Would this work? (stats)

    I'm guessing from that last part that enemies don't have their HP/MP based on 100%. Is this correct?
    "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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      #3
      Re: Would this work? (stats)

      Originally posted by Draygone View Post
      I'm guessing from that last part that enemies don't have their HP/MP based on 100%. Is this correct?

      Well, I haven't decided yet.

      I didn't want to think that far ahead if this system isn't going to work out.

      All I know for sure is that the enemy won't have MP. All their magic are used without MP.
      Think outside the box? HA! That box is already a thousand miles away!

      Comment


        #4
        Re: Would this work? (stats)

        RPGM2's battle formulas can be altered in any way you want, so you shouldn't have any problem doing thus; assuming you understand scripting and the way math works in the game.

        For example, all fractions are rounded off, so:

        Ex: (50 [STR] x 150% Slash damage [sword]) x 75% Slash resistance [armored enemy] = 56 total damage to the enemy not 56.25.

        If you want to keep fractions, you'll need to multiply the original number by 1000. You'll see this used in the preset battle formulas in several places.

        You might want to add a random factor to damage so that every hit with the same attack isn't doing the same damage.

        I suggest studying the preset battle formulas and playing around with the numbers. You should be able to work your ideas into the presets instead of trying to do everything from scratch. There are a lot of things you need to keep track of, so the less work you need to do the better.

        I've said this before, but it's worth repeating. Don't get hung up on the mechanics of the game. It's pointless to spend months creating a battle system and have nothing but a lot of failed scripts to show for it. It's better to use all the preset stuff and create a game people will enjoy playing then to spend a lot of frustrating hours doing things that no one will ever see.

        If all you care about is pushing the games and your limits, then go for it. If you want to make something people will enjoy playing, then focus more on the story and interactive elements (traps, puzzles, etc.) then on the mechanics.

        Most important of all, have fun. This is a hobby after all.
        Last edited by Dungeon Warden; 12-21-2008, 02:03 PM.




        The Crown of Order demo is here.

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          #5
          Re: Would this work? (stats)

          No one will really play the game I'm making.

          I'm just trying to have fun with it and make something different.

          So...

          Random factor, rounded up decimals, and preset battle formulas.

          Thanks.
          Last edited by Grade Zero; 12-21-2008, 03:25 PM.
          Think outside the box? HA! That box is already a thousand miles away!

          Comment


            #6
            Re: Would this work? (stats)

            The thing I've found with giving enemies %HP is that it gets skrewy around bosses. They'd need to have their physical defense and magical defense really ramped up to be not taken out quickly. An attack that causes 30-50% damage on a regular enemy should only take 5-10% off a boss. Though not as big a deal if bosses are given 500% or 1000%HP.
            "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

            Comment


              #7
              Re: Would this work? (stats)

              Originally posted by Draygone View Post
              The thing I've found with giving enemies %HP is that it gets skrewy around bosses. They'd need to have their physical defense and magical defense really ramped up to be not taken out quickly. An attack that causes 30-50% damage on a regular enemy should only take 5-10% off a boss. Though not as big a deal if bosses are given 500% or 1000%HP.

              The percentage was only for the character, not the enemies.

              That's why HP is listed as "varies" for the enemies.
              Think outside the box? HA! That box is already a thousand miles away!

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