Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

> Custom Battle System / Formula (INPUT NEEDED), Advise Please
MisterToonz
post Apr 5 2012, 07:24 PM
Post #1


Level 2
Group Icon

Group: Member
Posts: 22
Type: Developer
RM Skill: Intermediate




So, recently I have been trying to work out a custom battle formula for my up-coming project and hit a snag with some of the math...

I can't seem to figure out what all the parameters are DOING, and what all calculations I need to take into account when setting things up.

I am using the Yanfly Extra Param which for those of you who don't know allows me total control of the calculations for things like damage, evasion rates, ect.

However, what my issue is. There is never a explanation for how the DEFAULT system works, and there is never a direct explanation for all of the components of the default system itself, for instance.

The things ATK effects, the formulas used, ect. I can edit all I want but without that base knowledge I won't be able to re-balance or tweak things as I need them. Another issue...

Is my actor stats, I keep hitting an issue where some characters always miss or always hit, then others seem perfectly balanced. Now, I could just copy the stats over but there would then be no diversity in my actors, making them all the same and no sense of party prioritizing, or strategic thinking, would be needed in choosing party members....

Here is a short list of four of my classes, and there stat values as well as my bass stat value, and my Good vs Bad variable.
STATS
"

STATS ----
-50 / +50 Variables (MHP / MMP)
-25 / +25 (HIGH STATS)
-10 / +10 (LOW STATS)
BASSLINE==========
MHP=130 -- 9999
MMP=65 --- 999
ATK=15 --- 500
DEF=15 --- 500
MAT=15 --- 500
MDF=15 --- 500
AGI=15 --- 500
LUK=15 --- 500
Inniate===========
MHP=285 -- 6512
MMP=65 --- 745
ATK=14 --- 200
DEF=14 --- 211
MAT=9 --- 167
MDF=10 --- 189
AGI=10 --- 180
LUK=9 --- 150
Adept===========
MHP=198 -- 3120
MMP=155 --- 1235
ATK=4 --- 123
DEF=5 --- 156
MAT=12 --- 200
MDF=12 --- 210
AGI=10 --- 172
LUK=12 --- 180
Archer===========
MHP=212 -- 4521
MMP=95 --- 755
ATK=11 --- 200
DEF=6 --- 165
MAT=9 --- 185
MDF=8 --- 176
AGI=12 --- 210


My thing I am trying to avoid is everything working in 5's and 10's, if the player can easily figure out the math, or if I think that it can be found out, it ruins the experimentation and makes the game easy. I want the damage levels and stats all to feel progressive, but at the same time random in nature. It's proving to be a hard mix, for the parameters I have so far the following explanations... Any input is greatly appreciated.

----

HIT RATE (Chance to hit)
EVASION RATE (Chance to avoid)
CRIT HIT (CHANCE TO CRIT)
CRIT EVADE (CHANCE TO AVOID CRIT)
MAGIC EVASION (CHANCE TO EVADE MAGIC)
MAGIC REFELCT (CHANCE TO REFLECT MAGIC)
COUNTER RATE (CHANCE TO COUNTER ATTACK)
TARGET RATE (CHANCE TO BE TARGET)
HP REGEN (RATE AT WHICH YOU REGEN HP)
MP REGEN (RATE AT WHICH YOU REGEN MP)
TP REGEN (RATE AT WHICH YOU REGEN TP)
RECOVERY (healing modifier)
GUARD RATE (damage reduction while guarding)
ITEM BOOST (item effect modifier)
TP CHARGE (TP gain modifier)
PHYSICAL DAMAGE RATE (reduces physical damage received)
MAGICAL DAMAGE RATE (reduces magical damage received)
EXP RATE (AMOUNT OF EXP GAINED PER BATTLE)
TP CHARGE --UNSURE--
MP COST RATE (MODDIFIED AMOUNT OF MP USED)
TP COST RATE (MODDIFIED AMOUNT OF TP USED)
FLOOR DAMAGE (AMOUNT OF FLOOR DAMAGE RECIEVED)

Current Formulas and Params Effected....
ATK, ???
DEF, ???
MAT, ???
MDF, ???
AGI, ???
LUK, ???

This post has been edited by MisterToonz: Apr 6 2012, 05:03 AM


__________________________
Fancy Sig Incoming.
Go to the top of the page
 
+Quote Post
   
 
Start new topic
Replies
Laue
post Apr 5 2012, 11:25 PM
Post #2


Level 2
Group Icon

Group: Member
Posts: 26
Type: Developer
RM Skill: Intermediate




QUOTE (MisterToonz @ Apr 6 2012, 06:24 AM) *
RECOVERY (healing modifier)
GUARD RATE (damage reduction while guarding)
ITEM BOOST (item effect modifier)
TP CHARGE (TP gain modifier)
PHYSICAL DAMAGE (reduces physical damage received)
MAGICAL DAMAGE (reduces magical damage received)


Hope that helps.

And I use the same script. But I prefer that those secondary stats do no scale with any primary stats at all. All the secondary stats are going to be affected by items, states, classes and equipment. Seems much easier to balance and manage.

Though I would be very happy to find a way to make chance to hit dynamic - dependent on the difference between your and your target's stats. I am not sure the extra param script will understand something like
CODE
(1.2 - (b.agi / (2.0 * a.luk))) * 100


This post has been edited by Laue: Apr 5 2012, 11:37 PM
Go to the top of the page
 
+Quote Post
   



Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 19th June 2013 - 01:38 AM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker