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
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



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