2-EDITION AD&D CONVERSION INTO RPG MAKER VX ACE
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Hello all. I am new to the site & have been lurking around online for an answer to my question. So far no help has been found. I am hoping someone here can.
I am wanting to make a RPG game based off D&D 2edition in RPG maker Vx ACE.
I am trying to figure out how to create forumla for the following:
To Hit(Thaco)
Damage per Weapon type(1d8,1d10,1d12,1d4)
Damage would need to be random like rolling the dice. Taking into count Att bonus, weapon bonus(+1 - +5) depending on weapon,
Also Armor with range from 10 to -10. (-10 being the best AC) and Thaco will need to be calculated accordingly. Any help please
I am wanting to make a RPG game based off D&D 2edition in RPG maker Vx ACE.
I am trying to figure out how to create forumla for the following:
To Hit(Thaco)
Damage per Weapon type(1d8,1d10,1d12,1d4)
Damage would need to be random like rolling the dice. Taking into count Att bonus, weapon bonus(+1 - +5) depending on weapon,
Also Armor with range from 10 to -10. (-10 being the best AC) and Thaco will need to be calculated accordingly. Any help please
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Random damage is easy. rand(6) gives you a random number between 0 and 5 (six possibilities). rand(12) gives you a random number between 0 and 11 (twelve possibilities). Etc. You can make this be the skill's damage formula, and then add the attacker's attack power (which you'd be using as the weapon bonus) and subtract out the target's defense (which you'd be using as the armor value).
So something like rand(6)+1 + user.atk - target.pdef
Or, well, I don't know what the actual terms for the attack and defense stats are in the code, so user.atk and target.pdef might be wrong. But you can see the correct names in the built-in example skills.
To get the different dice, you can either use a different skill for each weapon type (and name them all Attack), or you can make dice-size be a stat attached to each weapon and factor it into the damage formula dynamically. The second way is harder to explain.
So something like rand(6)+1 + user.atk - target.pdef
Or, well, I don't know what the actual terms for the attack and defense stats are in the code, so user.atk and target.pdef might be wrong. But you can see the correct names in the built-in example skills.
To get the different dice, you can either use a different skill for each weapon type (and name them all Attack), or you can make dice-size be a stat attached to each weapon and factor it into the damage formula dynamically. The second way is harder to explain.
So if I understand you correctly I would add the forumla in the attack Skill for each class. The formula would look like:
FOr a 1d6
rand(6)+1 + a.atk - b.pdef
Now how would I do the formula to make chance chance to hit to calculate it based off DnD Thaco?
FOr a 1d6
rand(6)+1 + a.atk - b.pdef
Now how would I do the formula to make chance chance to hit to calculate it based off DnD Thaco?
In ADD2, amour doesn’t reduce damage. It reduces the probability to hit. ADD2 system uses inverted logic: better ability to hit comes with lower Thaco values and better armor protection comes with lower AC values. Here is the probability table for any attack:
Critical hit usually implies double damage.
Critical failure usually implies some bad stuff for the attacker.
Damage computation is as LockeZ explained, except for armor damage reduction:
rand(6)+1 + Att bonus
This was my share of D&D experience so RPG Maker experts can better help you.
| Action | Probability |
| Critical hit (getting pure 20 on the dice) | 5% |
| Normal hit | (20 + AC - Thaco) * 5 % and must be in the 0% to 90% range |
| Critical failure (getting pure 1 on the dice) | 5% |
Critical hit usually implies double damage.
Critical failure usually implies some bad stuff for the attacker.
Damage computation is as LockeZ explained, except for armor damage reduction:
rand(6)+1 + Att bonus
This was my share of D&D experience so RPG Maker experts can better help you.
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