Though a game could be good something as simple as bad skills can drag a whole game down. This tutorial should help some people make great skills for their game. Step 1 - Choosing A Name Skills at the beginning of a your game can have simple names but not as the game progresses. You need to show that you have some imagination on creating names. Names like 'Slash' and 'Fireball' are great at the beginng but when someone is a master mage with who can conjure demons and mighty storms, don't you think it would be fitting to have spells like 'Hellstorm' or 'Self-Implosion'.
Fireball Slash Hellstorm Self-Implosion Reverse Gravity Ignis Aestas Step 2 - Choosing A Description This is basically the same type of thing as a name except longer. For something like a basic spell like 'Fireball' put a description such as 'A simple fire spell.'. For something more complex like 'Hellstorm' put a description like 'Conjure the dark forces to obliterate your enemies.'.
Step 3 - Choosing An Animation Animations should be chosen to get progressively larger as the spells get more complex. You don't want a 'Fireball' to look like a Atom Bomb went off. That just wouldn't be logical.
Cna yuo raed tihs? Olny 55% of plepoe can. I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt! fi yuo cna raed tihs, palce it in yuor siantugre.
Base damage is the default amount of damage your skill will cause. A skill with a base of 100 will cause a 100 damage.
Now, you're probably thinking, "I set that base to numbers all the time and I never get that exact number!"
That's because your skill probably has a variance that is greater than zero. Variance is a degree of randomization in the skill. A variance of 20 means that your skill will randomly strike for a value that is between 20% below and 20% above the base.
Attack force is how much the hero's attack factors into the attack. An attack force of 10 means that 10% of your hero's attack stat is added to the final result of the skill. Attack force can go all the way up to 200, having your skills strike for their base +200% of the user's attack power.
Attack force ALSO determines how much of the target's defense is factored into damage reduction. For a skill with an attack force of 100, 100% of the target's defense will be used when determining damage from the skill.
Spirit force works the same way as attack force, only for spirit. This includes the defense value of the target. A skill with a spirit force of 80 will add 80% of the user's spirit into the damage calculation. Likewise, the target will have 80% of its spirit factored into the reduction of the damage calculation.
If you want a skill to just deal damage without factoring in the target's defense, choose the ignore defense option.
Defenses are already taken out of a skill with a negative base (healing skills), although resistances will still factor in.
If you need a more detailed explanation about damage calculations, open up RMVX's help. Search for the word "calculations" and you should be able to look up all the combat calculations. It's pretty straight forward.
We exist within all things and all things exist within us... it's very crowded.