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    Creating a Streamlined Battle System

    Table of Contents
    Introduction------------------------{0001}
    Creating Battle System--------------{0002}
    ---A.STR
    ---B.DEF
    ---C.MAG
    ---D.HP
    ---E.MDEF
    ---F.MP
    ---G.AGI
    ---H.INT
    ---I.LUCK
    ---J.EXP
    Quick List---------------------------{0003}
    Definitions--------------------------{0004}
    Troubleshooting---------------------{0005}
    Credits-----------------------------{0006}
    Related Links------------------------{0007}



    Introduction---------------------------------------------------------------{0001}
    One of the hardest things to do when creating an RPG is the creating of a smooth flowing enemy encounter system, hopefuly this tutorial will tell you(or at least give you an idea) on how you can accomplish that.



    Creating Battle System-----------------------------------------------------{0002}
    Setting up your main character:
    I'm going to use a premade character, Jerik, here are his stats:

    HP-424...MP-26...STR-41...MAG-20...DEF-40...MDF-18...AGI-45...INT-40...LUCK-30

    Now, lets say you wanted to create an enemy that could take Jerik out in 10 hits and you want Jerik to be able to take the enemy out in 2 hits, this type of creature is usually found in fields of most RPGs at the beginning, very weak, just used as a way of leveling up early in the game.

    E = Enemy
    P = Player

    A.First, in order to figure out the STR the enemy will need to have in order to take Jerik out(assuming Jerik is on level one), you will have to do the following:
    E STR = (P HP / 10) + P DEF
    It comes out as 82.4, or 83, so now we know the strength the enemy has to be...

    B.Next is the DEF of the enemy, Jerik can take him out in 2 hits, so use the following formula:
    E DEF = P STR / 2
    It comes out as 20.5, or 21, we'll set it at 18 for good measure, so now we know the defense value the enemy has to be

    C.in order to figure out the MAG the enemy will need to have in order to take Jerik out(assuming Jerik is on level one), you will have to do the following:
    E MAG = (P HP / 10) + P MDEF
    It comes out as 60.4, or 61, so now we know the magic the enemy has to have

    D.Next is HP, we know the enemy is suppose to be taken out in 2 hits, so we'll use this formula:
    E HP = (P STR - E DEF) * 2
    It comes out as 46, but we'll set it at 44 to make up for 1 or 2 point off hits

    E.Next is the MDEF of the enemy, Jerik can take him out using spells in 2 hits, depending on the spell, so use the following formula:
    E MDEF = (E HP / P MAG)
    It comes out as 2.2, we'll just put it at 2 to make sure he dies in 2 hits, so now we know the magic defense value the enemy has to be

    F.Next is MP, this is solely based on whatever magic attacks you have, any number will do really, just not too excessive of a number, I like to make it near the players MP and have their skills try to mimick each other

    G.Next comes AGI, which is how fast the battle guage fills up, if you want the enemy to attack slower, just set the E AGI lower the the P AGI, and vice versa if you want faster enemy attacks

    H.Next is INT, consider this the difficulty of the enemy, or how well he uses his resources, setting to 1 will result in just random actions with no regard to what you selected for Battle Action Type, while 100 will stick strictly to the Battle Action Type you selected

    I.Next is LUCK, this is the probability of him hitting you instead of missing and him blocking, a higher number then yours mean he is more likely to block/hit then you are, and vice versa

    J.Next is EXP, this is a little tricky, first you have to decide how many enemies must the player kill in that area to level up, lets say 50 enemies to reach the next level, this is the formula you use:

    Reference Chart

    EXAMPLE LEVELS
    34 -235436
    35 -267564
    The player is on level 34 and need to get to 35, so you will do
    E EXP = (267564 - 235436) / 50
    In order for the player to go from level 34 to 35 in 50 enemies the monster needs to have a EXP Gain value of 643.
    Of course you have to determine what level your character should be on in each part of the game, so you know how much EXP to hand out, and use the "Average" chart to figure out EXP values, otherwise "Slow" and "Fast" loses their effectiveness

    So at the end you are left with these stats:

    Jerik
    HP-424...MP-26...STR-41...MAG-20...DEF-40...MDF-18...AGI-45...INT-40...LUCK-30
    Enemy
    HP-044...MP-26...STR-83...MAG-61...DEF-18...MDF-02...AGI-22...INT-25...LUCK-20

    Each hit Jerik does will do P STR - E DEF = 23 points, with 44HP will take 2 hits to kill him
    Each hit enemy does will do E STR - P DEF = 43 points, with 424HP will take 10 hits to kill him

    I've tested this out and it worked, though I dont know if itll work on all levels and enemy setups, this was meant to just give an idea on how the battle system works


    Quick List-----------------------------------------------------------------{0003}
    E STR = (P HP / 10) + P DEF
    E DEF = P STR / 2
    E MAG = (P HP / 10) + P MDEF
    E HP = (P STR - E DEF) * 2
    E MDEF = (E HP / P MAG)
    E EXP = (C LVL EXP - N LVL EXP) / (#Monsters2levelup)

    Definitions-----------------------------------------------------------------{0004}
    HP - Health Points, measures character health, when it reaches zero, you die.
    MP - Magic Points, used for magic, once you reach zero, no more magic can be performed.
    STR - Strength, measures how physically strong a character is.
    DEF - Defense, measures how well a character can defend himself.
    MAG - Magic, measures the spellcasting strength of a character.
    MDEF - Magic Defense, measures how well a character guards against magic attacks.
    AGI - Agility, measures how fast a character reacts during battle.
    INT - Intelligence, measures how strictly character utilizes the Battle Action Type
    LUCK - Luck, increases probability of having the upper hand on a random decision.



    Troubleshooting------------------------------------------------------------{0005}
    If you have any questions or answers I haven't posted, feel free to post them so I can add them on!

    Q.When my character attacks, 0 damage is dealt, why?
    A.The enemy's DEF is too high, in order for you to do damage the enemy DEF has to be lower then your characters STR.

    Q.When the enemy attacks me I'm killed in one hit, why?
    A.The enemy's STR is too high, if you want the enemy to deal for example, 23 points worth of damage per hit, set his STR to 23 plus whatever the value of YOUR DEF is.

    Q.I set up my monsters just like you told me, but when I fight 4 at one time, they kill me in no time, how do I fix this?
    A.If 4 monsters kill you easily, maybe they shouldnt be grouped together? Weaken the monsters STR then group them.

    Q.what is the difference between "Haste" and "Fast"?
    A.'Haste' ('Speed Up') is a spell/skill where agility is raised by an amount that you set, and 'Fast' is an added status effect where the agility of the target is raised 50%, same with "Speed Down" and "Slow", except 'Slow' is an added status effect where the agility of the target is lowered 50%. -Obright

    Q.When I tried putting this in my game I realized my monster (I wanted that monster to be able to take the player out in 8 hits so the formula was 424(players health) / 8 = 53 + 40 (players def.)) his STR was 93... so since the limit on STR is 99 shouldn't the formula be different or something?
    A.Just halve the stats, then double the monster's level when you put it in a Monster Party. -DYRE
    A.Check out the excel worksheet in my signature, that should help

    Q.There's accessories and such that allows you alter stats... Wouldn't that affect battles too?
    A.Yes that affects battles, but this tutorial is written for just the people who dont know how battle systems work, once you understand the basic concept of how battle damage work figuring in accessory points shouldn't be a problem, also if its an accessory then its not really integrated into the battle system, its more of a "bonus" then a requirement, that is the reason I left it out.



    Credits--------------------------------------------------------------------{0006}
    *The people below either gave me a direct idea or an idea unintentionally from one of their post*
    Troubleshooting Area...............................................................................Hitogoroshi
    Description Area......................................................................................Pagerron
    Experience Table Link...............................................................................Twwety
    Troubleshooting Answer............................................................................Obright
    Troubleshooting Answer............................................................................DYRE



    Related Links----------------------------------------------------------------{0007}
    Experience Table - By Twwety
    Last edited by JPS; 07-09-2008, 10:46 PM.

    Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

    #2
    Re: Creating a Streamline Battle System

    This is definitely a nice thread JPS! I'm still figuring out battles myself so I know I'll use it.
    " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

    Comment


      #3
      Re: Creating a Streamline Battle System

      Thanks, JPS. This question is asked SO MANY times, and while it'll suck to see a bunch of RPG's using these stats, it's better then answering "LIEK OMG ATTACKS NOT DAMAGE" again.

      Comment


        #4
        Re: Creating a Streamline Battle System

        Originally posted by hitogoroshi View Post
        Thanks, JPS. This question is asked SO MANY times, and while it'll suck to see a bunch of RPG's using these stats, it's better then answering "LIEK OMG ATTACKS NOT DAMAGE" again.
        Well you can easily change the stats thats listed for Jerik and itll completely change the stats for the enemy at the end, you can shuffle values and everything and itll always work out in the end, and if you wanted to change the 10 hit and the 2 hit thing just change the 10's and 2's where you see anything about hit damage in the sentence above the formula to the values you want
        Last edited by JPS; 12-03-2006, 12:18 AM.

        Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

        Comment


          #5
          Re: Creating a Streamlined Battle System

          One of my favorite things about this thread is having a reference page for what all the stats like LUCK, AGI, etc. really do.
          Last edited by Pagerron; 12-03-2006, 12:59 AM.
          " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

          Comment


            #6
            Re: Creating a Streamlined Battle System

            wow, this is going to help alot...


            Thumps up to you

            Comment


              #7
              Re: Creating a Streamline Battle System

              This has got to be the single most useful post I've ever read: BAR NONE! Its so simple it can be applied to all facets of life!!!


              ...well, at least to the other RMs anyway, and really what else is there?!
              A God from the Machine - Menander

              Comment


                #8
                Re: Creating a Streamlined Battle System

                Thanks for all the words Ive seen a few people coming up here with questions like Hito said, so now we can save ourselves a lot of typing and just point them to this thread.

                If theres anything else anyone sees that could/should be added as far as battle systems and stat usage are concerned let me know so I can put it up

                Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

                Comment


                  #9
                  Re: Creating a Streamlined Battle System

                  INT - Intelligence, measures how strictly character utilizes the Battle Action Type
                  I'm really dumb, What do you mean by 'Battle Action Type' ?

                  Comment


                    #10
                    Re: Creating a Streamlined Battle System

                    Originally posted by Red Dragon View Post
                    I'm really dumb, What do you mean by 'Battle Action Type' ?
                    When you select a monster, at the bottom of the first page theres a place for you to select "Physical First" "Skill First" "Recovery First" etc...

                    I didnt know what it was called either until I checked

                    Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

                    Comment


                      #11
                      Re: Creating a Streamlined Battle System

                      I thought that's what it meant, but why would anyone use it on PCs?

                      It just seems odd that's all. But thanks alot, I was using it as if it had an effect on Magic

                      Comment


                        #12
                        Re: Creating a Streamlined Battle System

                        Originally posted by Red Dragon View Post
                        I thought that's what it meant, but why would anyone use it on PCs?

                        It just seems odd that's all. But thanks alot, I was using it as if it had an effect on Magic
                        I was wondering the same thing
                        Last edited by JPS; 12-03-2006, 03:18 PM.

                        Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

                        Comment


                          #13
                          Re: Creating a Streamlined Battle System

                          The modifications that you made to your first post make this truly an official Tutorial Nice. My favorite parts are "definitions" and "trouble-shooting". Adding new "trouble-shooting" questions and answers to your first post will make this much easier for people who just want to get an idea without reading every post. Good thinking.
                          " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                          Comment


                            #14
                            Re: Creating a Streamlined Battle System

                            It was just meant to be a quick tutorial, but if I can go ahead and try to explain everything in one nicely organized tutorial, why not?

                            Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

                            Comment


                              #15
                              Re: Creating a Streamlined Battle System

                              As an aside that is (technically) related, what is the difference between "Haste" and "Fast"? I know that Fast (I think) makes the character glow red but I really can't tell if one is better or not, or what either does... aside from making your turn come up faster...
                              A God from the Machine - Menander

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