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> Modifying the Damage Formula, for RM2k and RM2K3
userjosh704
post Sep 24 2010, 07:07 AM
Post #1


I win.
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Group: Revolutionary
Posts: 124
Type: Writer
RM Skill: Masterful




Here's the deal:
My computer that runs XP is currently being worked on, and I can't use my other machine running VISTA to tool around with this myself, so if there's anyone who will help me out that'd be great. I have a theory as to how you can modify the damage formula for RM2k/3.

As I understand it, the damage formula for these makers is something like: Attack/2 - Defense/4 or (1/2 * Attack) - (1/4 * Defense); same thing. Well I think this formula sucks. I like my hitters to be able to hit. With a formula like this, than with maximum attack (500 I think), a player character can only deal up to 250(+/- 20%) damage if the enemy has 0 defense. That's kind of lame and it's aesthetically unappealing to me. I also don't like this formula because it means that every other attack point counts and every forth defense point counts. Having a defense of say, 15 will be the same as having a defense of 12 and having a defense of 100 will be ridiculously similar to a defense of 80.

I would like to see a damage formula that looks more like this: Attack * 2 - Defense. I think that's how it works in Breath of Fire III. I also think that just makes it simpler to design games.

And here's how I think we can do this:

First
-Open up the database and go to the tab with the controls for elemental properties. Create 2 new elements and set them for 200% at the highest category. Label them Attack Modifier 1 and 2 or something.
-Go into the Items tab and find your weapons and check both boxes for in the elemental section for all your weapons.
-Now, go into the monsters tab. Look at the elements section and find your attack modifier elements and set them however they need to be set to make the monsters weak against them. Do this for all your monsters.
*Effectively, you have just altered a part of the built in damage formula. Now, when a player attacks an enemy the damage they should be doing is twice their attack stat.

Second
-In the monsters tab, quadruple the defense stats for all your monsters.
*Defense will be cut down to 1/4, which for the monster is now where you want it.
*NOTE, the idea is make the player's stats presentable, not the monsters'.

If anyone out there could verify that my thoughts so far are accurate, that would be nice. Thanks.

Now, here's the part where I really need some help:

We've fixed player attack and monster defense, now we need to fix player defense and monster attack. I would like to do essentially the same thing above but in reverse, but I don't know how. If the monsters' attack action has an elemental property, then I think we're in business. Do they? Can we somehow assign one without making some skill their basic attack?


Please get back to me on this so I can finish my thoughts. If someone could post or link a screen cap of the monster tab in the database, that'd be nice. Thanks.


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userjosh704
post Dec 21 2012, 08:46 PM
Post #2


I win.
Group Icon

Group: Revolutionary
Posts: 124
Type: Writer
RM Skill: Masterful




There you go. That's a working solution for skills with magic influence and no attack influence, and it's probly helpful to you if you want to use atk skills.
http://wetjunk.blogspot.com/2012/12/rm2k3-algorithm-fix.html

This post has been edited by userjosh704: Dec 22 2012, 01:15 PM


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