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WHAT WOULD YOU LIKE TO SEE WITH AN ENEMY GENERATOR?

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I am making a program to generate enemies. It is done, but very basic. Right now, it makes an enemy tree based on the actor stats in your party and grades (A-F).

It generates the highest grade you want your enemies to be, then generates the tree to the lowest grade you want your enemies to be at. The enemies are given YOUR classes, so if your party has a Paladin and Magician, it will make those and it will not make Priests or Warriors.

grade A = 2x as powerful as the class (bosses)
grade B = just as powerful as the class (mini bosses)
grade C = 1/2x as powerful as the class (average)
grade D = 1/3x as powerful as the class (weak and abundant)
grade E = 1/4x as powerful as the class (weaker and more abundant)
grade F = 1/5x as powerful as the class (slimes and extremely abundant)

It works really well. However, it cannot actually make the enemies for you in RPG Maker. Here is an enemy tree of A-F so you can get the jist of it:

These are based on standard characters the default RPG Maker VX starts with:

Warrior is in your party:
max HP: 594
max MP: 70
ATK: 27
DEF: 22
SPI: 11
AGI: 20

Paladin is in your party:
max HP: 466
max MP: 70
ATK: 22
DEF: 23
SPI: 21
AGI: 23

Magician is in your party:
max HP: 275
max MP: 107
ATK: 17
DEF: 18
SPI: 42
AGI: 16

Priest is in your party:
max HP: 391
max MP: 98
ATK: 15
DEF: 22
SPI: 20
AGI: 15


#1 :: Darklord Paladin
grade: A
max HP: 932
max MP: 140
ATK: 44
DEF: 46
SPI: 42
AGI: 46

#2 :: God Warrior
grade: B
max HP: 594
max MP: 70
ATK: 27
DEF: 22
SPI: 11
AGI: 20

#3 :: Windspirit Paladin
grade: B
max HP: 466
max MP: 70
ATK: 22
DEF: 23
SPI: 21
AGI: 23

#4 :: Imp Warrior
grade: C
max HP: 396
max MP: 47
ATK: 18
DEF: 15
SPI: 7
AGI: 13

#5 :: Imp Paladin
grade: C
max HP: 311
max MP: 47
ATK: 15
DEF: 15
SPI: 14
AGI: 15

#6 :: Garuda Warrior
grade: C
max HP: 396
max MP: 47
ATK: 18
DEF: 15
SPI: 7
AGI: 13

#7 :: Assassin Magician
grade: D
max HP: 138
max MP: 54
ATK: 9
DEF: 9
SPI: 21
AGI: 8

#8 :: Darklord Paladin
grade: D
max HP: 233
max MP: 35
ATK: 11
DEF: 12
SPI: 11
AGI: 12

#9 :: Mage Priest
grade: D
max HP: 196
max MP: 49
ATK: 8
DEF: 11
SPI: 10
AGI: 8

#10 :: Fanatic Magician
grade: D
max HP: 138
max MP: 54
ATK: 9
DEF: 9
SPI: 21
AGI: 8

#11 :: Chimera Warrior
grade: E
max HP: 238
max MP: 28
ATK: 11
DEF: 9
SPI: 4
AGI: 8

#12 :: Rat Paladin
grade: E
max HP: 186
max MP: 28
ATK: 9
DEF: 9
SPI: 8
AGI: 9

#13 :: Priest Magician
grade: E
max HP: 110
max MP: 43
ATK: 7
DEF: 7
SPI: 17
AGI: 6

#14 :: Earthspirit Warrior
grade: E
max HP: 238
max MP: 28
ATK: 11
DEF: 9
SPI: 4
AGI: 8

#15 :: Fanatic Warrior
grade: E
max HP: 238
max MP: 28
ATK: 11
DEF: 9
SPI: 4
AGI: 8

#16 :: Sahagin Magician
grade: F
max HP: 92
max MP: 36
ATK: 6
DEF: 6
SPI: 14
AGI: 5

#17 :: Goddess Paladin
grade: F
max HP: 155
max MP: 23
ATK: 7
DEF: 8
SPI: 7
AGI: 8

#18 :: Succubus Warrior
grade: F
max HP: 198
max MP: 23
ATK: 9
DEF: 7
SPI: 4
AGI: 7

#19 :: Earthspirit Priest
grade: F
max HP: 130
max MP: 33
ATK: 5
DEF: 7
SPI: 7
AGI: 5

#20 :: Skeleton Priest
grade: F
max HP: 130
max MP: 33
ATK: 5
DEF: 7
SPI: 7
AGI: 5

#21 :: Chimera Paladin
grade: F
max HP: 155
max MP: 23
ATK: 7
DEF: 8
SPI: 7
AGI: 8
LouisCyphre
can't make a bad game if you don't finish any games
4523
This is just a string of numbers that make no sense without context, bro. And don't call 'em "x2 weaker" use percents or fractions or something. "50%" or 1/2 is easier to parse in proper math than "* -2".
Let me do that now. Thanks.
Max McGee
with sorrow down past the fence
9159
this is of no use to me

I like designing enemies by hand and I have my own algorithms/templates to help me do so. (In at least half of my recent games I build enemies using the same rules that PCs are built by.)
I have my own as well, where the enemies level up.
That looks really complicated for my feeble brain, but if you can pull it off, then that's greatness.
The only thing you do is put the stats into enemy stats in the RPG maker game.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Except... you have no guarantee that the stats work with the end-user's formulas anyway, and the "generator" really only puts out enemy stats (that you define) *2 or /2|3|4|5 (from which you choose). This really isn't of much value to anyone!
Maybe this changed in XP/VX, but isn't basic RM* attack/physical skill damage all still something times (Attacker ATK - (Defender DEF)/2)? One would think a DEF value on a boss more than twice as high as all but one character's ATK could be a problem... and likewise, ATK values on monsters less than half any PC's DEF are pretty pointless.

Regardless, I don't think I've ever seen an actual stat system where blindly multiplying values like this makes for effective enemy balance.
I'm using default formulas that come with RPG Maker VX. You define the actor stats in your party, not the enemy stats. Then it generates enemy stats based on actor stats, but you need to insert them into the game yourself. I suppose people don't want to write stats. This seems to work for VX, because its based on your own party.

So I guess this was a bad idea.
LouisCyphre
can't make a bad game if you don't finish any games
4523
This was a horrible idea because it doesn't eliminate the work of adjusting stats to meet your algorithms.
What would be a better idea?
Instead of 2 times the stats, try something in line of "kills in X hits and dies after Y hits". For example, an A class enemy warrior kills the PC warrior in two hits and takes 10 attacks from the warrior to die while an F class enemy warrior needs 10 attacks to kill the PC warrior and dies after just one hit. To pull this of you will need to fully understand how damage is computed, but to be frank, there's no way to successfully create a none broken enemy generator anyway without understanding the damage algorithm. Heck, I doubt the enemy generator will work period.
Max McGee
with sorrow down past the fence
9159
post=136801
Maybe this changed in XP/VX, but isn't basic RM* attack/physical skill damage all still something times (Attacker ATK - (Defender DEF)/2)? One would think a DEF value on a boss more than twice as high as all but one character's ATK could be a problem... and likewise, ATK values on monsters less than half any PC's DEF are pretty pointless.

Regardless, I don't think I've ever seen an actual stat system where blindly multiplying values like this makes for effective enemy balance.


You can modify stat formulas in VX (by default damage calc algorithm is (ATK x 4) - (Def x 2) ) but this does not make your point even a little bit less valid.
Ah I gave it a try. Time for a new generator I suppose. Once I think of one.
Max McGee
with sorrow down past the fence
9159
yo if you can find a way to make a halfway decent map generator sign me up

mapping be tedious, son
Oh I can make a map generator, the catch is that it can't be in RPG Maker for you. RPG Maker is its own thing.
Craze
why would i heal when i could equip a morningstar
15170
post=136809
Instead of 2 times the stats, try something in line of "kills in X hits and dies after Y hits". For example, an A class enemy warrior kills the PC warrior in two hits and takes 10 attacks from the warrior to die while an F class enemy warrior needs 10 attacks to kill the PC warrior and dies after just one hit. To pull this of you will need to fully understand how damage is computed, but to be frank, there's no way to successfully create a none broken enemy generator anyway without understanding the damage algorithm. Heck, I doubt the enemy generator will work period.

I would just like to say that this is how I balance my games. It is an effective and good ball-park way to set up boss HP!
Sounds a bit like Lunar PS1 with bosses and stuff, with comparing the stats of bosses to the level of the main hero, have HP 250 x Hero's Level or whatever. :P So no matter how strong you get it would get stronger too, that what it seems like with this generator.
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