Post by Neo Samurai on Mar 26, 2005 8:34:29 GMT -5
Okay. Now, I'm going to discuss some of the plans I have for my Battle System and I'd appreciate if you guys gave me feedback.
Okay. In my game, I have these attributes as of now:
STR (Strength): Determines ATK
PRTC (Protection): Determines GRD
DEX (Dexterity): Determines if character dodges
WSDM (Wisdom): Determines spell efficiency
ACU (Accuracy): Determines if character hits target and determines damage efficiency for both physical and magical attacks.
S GRD (Spell Guard): Determines how much damage you receive when you are hit by a magical attack.
ATK (Attack): Determines how affective a physical attack is.
GRD (Guard): Determines how much damage you receive when you are hit by a physical attack.
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I haven't place these formulas into my game yet, but here's what I have planned:
Damage:
g= GRD
a= ATK
x= 10 to 15% of ACC
n= 10 to 15% of ATK
e= Element Protection
Damage= a(100 - e)/100 + n(100 - e)/100 + x - g/2
Defend:
g= GRD
Defend= (g/2)/2 + (g/2)
(If you select the Defend option for a character to perform, this formula will be applied)
Dodge:
a= ACC
c= DEX
x= 10 to 15% of ACC
y= 10 to 15% of DEX
Dodge= 100(c - a) + 100(x + y)
(Then a number between 100 and 10000 will be selected and if the number is equal to or less than the end result from the Dodge formula, the target will dodge the attack)
Spell:
r= Direct Rate
w= 60 to 65% of WSDM
g= S GRD
e= Elemental Protection
a= 10 to 15% of ACC
Spell= r(100-e) + w + a - g/2
Healing Spell:
r= Direct Rate
d= Damage
w= 60 to 65% WSDM
Healing= r + w
(in the case of a spell that damages, then heals equal to the damage...)
Healing= d
(In the case that Elemental Protection is 100, somewhere in the formula, ACC and WSDM will automatically equal 0.)
All of the above formulas will be created as separate scripts and called depending on the type of action that is issued. This is so I can save a lot of memory and still use complex attacks and abilities.
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For Critical Rates, I'll use the Success Rate in Direct Effects (Never liked that much). Don't worry. Those rates will be set as low as possible so Critical attacks don't happen every turn.
And, I'll also have Limit Breaks (I want to find my own original name for these. I'll have to use thesaurus.com for this one). You see, once the Limit Guage is equal to the Max HP of the character (The Limit Guage stays the same, even if you are healed), then you can perform a Limit Break.
But I don't know how I should go about showing the Limit Guage to the player, so I'll need help here for anyone else doing Limit Breaks as well.
What do you think?
Okay. In my game, I have these attributes as of now:
STR (Strength): Determines ATK
PRTC (Protection): Determines GRD
DEX (Dexterity): Determines if character dodges
WSDM (Wisdom): Determines spell efficiency
ACU (Accuracy): Determines if character hits target and determines damage efficiency for both physical and magical attacks.
S GRD (Spell Guard): Determines how much damage you receive when you are hit by a magical attack.
ATK (Attack): Determines how affective a physical attack is.
GRD (Guard): Determines how much damage you receive when you are hit by a physical attack.
------------------------------------------------------------------------
I haven't place these formulas into my game yet, but here's what I have planned:
Damage:
g= GRD
a= ATK
x= 10 to 15% of ACC
n= 10 to 15% of ATK
e= Element Protection
Damage= a(100 - e)/100 + n(100 - e)/100 + x - g/2
Defend:
g= GRD
Defend= (g/2)/2 + (g/2)
(If you select the Defend option for a character to perform, this formula will be applied)
Dodge:
a= ACC
c= DEX
x= 10 to 15% of ACC
y= 10 to 15% of DEX
Dodge= 100(c - a) + 100(x + y)
(Then a number between 100 and 10000 will be selected and if the number is equal to or less than the end result from the Dodge formula, the target will dodge the attack)
Spell:
r= Direct Rate
w= 60 to 65% of WSDM
g= S GRD
e= Elemental Protection
a= 10 to 15% of ACC
Spell= r(100-e) + w + a - g/2
Healing Spell:
r= Direct Rate
d= Damage
w= 60 to 65% WSDM
Healing= r + w
(in the case of a spell that damages, then heals equal to the damage...)
Healing= d
(In the case that Elemental Protection is 100, somewhere in the formula, ACC and WSDM will automatically equal 0.)
All of the above formulas will be created as separate scripts and called depending on the type of action that is issued. This is so I can save a lot of memory and still use complex attacks and abilities.
------------------------------------------------------------------------
For Critical Rates, I'll use the Success Rate in Direct Effects (Never liked that much). Don't worry. Those rates will be set as low as possible so Critical attacks don't happen every turn.
And, I'll also have Limit Breaks (I want to find my own original name for these. I'll have to use thesaurus.com for this one). You see, once the Limit Guage is equal to the Max HP of the character (The Limit Guage stays the same, even if you are healed), then you can perform a Limit Break.
But I don't know how I should go about showing the Limit Guage to the player, so I'll need help here for anyone else doing Limit Breaks as well.
What do you think?