Script Version:.... 1.0, initial release
First scripting project, be gentle.
This script changes the battle system to one found in, say, D&D or d20.
Needs special weapon attack values, as Weapon ATK is radically changed to fit normal PnP procedures.
Demo showing some different style classes, some weapons to play around with, one set of armor that makes sense in the rules, and a quick and dirty way to collect statistic information from the player using events:
Link broken, please use the script posted at the bottom along with the description directly below
I'd post screenshots but it's more of an internal script, not much to see
on the outside other than the different numbers that pop up.
Use the Battle Simulator to play around with monster attributes to get
a handle on the system, or just start importing all your PnP monsters.
The demo is an abandoned project with placeholder screens; scripting is much more fun for me so far.
Statistics (except HP/SP) don't normally go up every level in these kind of systems;
a maximum level of 20 sounds about right. You *might* want to hand out
5 bonus points over that span.
I would use a point-based system for magic, eg a first level spell costs 10 SP, a second level spell would cost 20, and so on. If you use items that use common events to learn "skills" for mages, you can also easily limit the amount of known spells by intelligence.
Strength, for normal characters, should be between 3 - 18, with 10 as normal. Some higher level strengths are included for monsters.
Dexterity should also be in the range of 3 - 18, with some higher levels included for completeness.
Both give a +1 bonus to hit per 2 points above 10 and -1 for every two below it. Strength adds damage (but low strength does not detract), dexterity adds/lowers defense.
PDEF --> Armor Class (AC) and should probably be changed via editor to reflect that. 10 is unarmored, 20 is a well-armored knight. A shield should give 1 or 2 AC bonus.
MDEF --> Damage Reduction (DR) and should definitely be changed via editor to avoid confusion. Don't make spells reduced by MDEF because MDEF is no longer really MDEF. It follows the following pattern:
Damage Reduction Numbers and their Meanings
number equals the number on the list
+1/4 means damage reduction of four, only +1 magical weapons or better may hit
1-15 = +0/number
16-30 = +1/(number - 15)
31-45 = +2/(number - 30)
46-60 = +3/(number - 45)
61-75 = +4/(number - 60)
76-90 = +5/(number - 75)
A +2 weapon will suffer no DR against a +1 enemy or +0 enemy, a +3 weapon will not suffer against a +2, +1, or +0 enemy, and so on.
Intelligence also should probably go from 3 - 18, for consistency's sake. It is immaterial in normal battle.
Agility --> Attack Bonus and should definitely be changed via editor to reflect the change. A good guide is 1 per level for warriors, down to 1 every other level for a mage or other weak fighter.
HP should be, at the most, gained at 12 for level per a barbarian,
4 per level for a mage at the least.
Wisdom and Charisma don't really factor into battles normally and so are not modelled. Use variables to store these if you want them or script them in. This script is a battle system script not a total conversion (not yet at least).
Weapon ATK is no longer a normal numerical value but rather an indicator. See Damage Roll explanation.
To hit rolls are as so: (random number between 1 - 20) - defender's DEX bonus + attacker's STR bonus + attacker's attack bonus - defender's AC + enchantment bonus from weapon
A hit roll over 0 is a hit unless the random number is 1, which is always a miss. A random number of 20 is always a hit and always double damage.
Damage rolls are much more complicated. Damage depends on the weapon. Define the damage of a weapon by giving it an ATK value that corresponds to a defined damage range on the table below. Using a non-defined ATK value will either give zero damage or crash the game, so don't do it, it wouldn't make sense to do so anyway. Obviously states, accessories and armors that increase ATK value are non-sensical. Adding a damage range definition isn't hugely easy, but an example is provided (1d12) for those who wish to do so.
1d6 - 1, for an example, means a six-sided die is simulated, and the resulting value that results has 1 subtracted from it.
ATK values and their corresponding damage rates:
1 = 1d3 -1
2 = 1d4 -1
3 = 1d6 -1
4 = 1d8 -1
5 = 1d10 -1
6 = 2d8 -1
7 = 1d3
8 = 1d4
9 = 1d6
10 = 1d8
11 = 1d10
12 = 2d8
13 = 1d3 +1
14 = 1d4 +1
15 = 1d6 +1
16 = 1d8 +1
17 = 1d10 +1
18 = 2d8 +1
19 = 1d3 +2
20 = 1d4 +2
21 = 1d6 +2
22 = 1d8 +2
23 = 1d10 +2
24 = 2d8 +2
25 = 1d3 +3
26 = 1d4 +3
27 = 1d6 +3
28 = 1d8 +3
29 = 1d10 +3
30 = 2d8 +3
31 = 1d3 +4
32 = 1d4 +4
33 = 1d6 +4
34 = 1d8 +4
35 = 1d10 +4
36 = 2d8 +4
37 = 1d3 +5
38 = 1d4 +5
39 = 1d6 +5
40 = 1d8 +5
41 = 1d10 +5
42 = 2d8 +5
1d3 = fist
1d6 = short sword
1d8 = longsword
2d8 might be an exotic weapon/demon natural weapon
Plans for future on this script:
The next step is to make a turn-based Gold-Box style battle system (similar to a SRPG battle system) but that is *way* off in the distance, and would be a seperate script anyway that I would try to make compatible with this one, but not dependent on it. But this could be fun to play around with, so I'm putting it up.
Script Installation: Place in Battler3 replacing def attack_effect(attacker).
PnP Style Combat Script
There. It should work I'm not really sure how many people want to turn
RPGMaker XP into a D&D clone but hey.
Edited by: Night_Runer to remove the question marks