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[RMMV] Best way of doing damage formulae??
Personally, I prefer this damage formula over the default format:
(200*a.atk)/(100+b.def)
This is my normal attack damage formula. This format make sure the attack still do some damage when the target's def so much larger the the attacker's atk. This formula also offer more flexibility when designing a skill.
Example:
(200*a.atk)/(50+2*b.def)
The output of this formula will affected more by the enemies def.
(50*a.atk*a.atk)/(100+b.def)
While having a small damage at the beginning of the game, the output of this formula will growth exponentially as the atk increases.
For designing damage formula, you should explore what you can do instead of stuck with default format. You can even throw some variable(s) in it and manipulate the value at the end of the turn, increasing or decreasing the damage as the fight goes on.
Still, at the end of the day, the most important part is playtesting. You need to playtest and adjust the formula (or stats) accordingly until you happy with the result.
(200*a.atk)/(100+b.def)
This is my normal attack damage formula. This format make sure the attack still do some damage when the target's def so much larger the the attacker's atk. This formula also offer more flexibility when designing a skill.
Example:
(200*a.atk)/(50+2*b.def)
The output of this formula will affected more by the enemies def.
(50*a.atk*a.atk)/(100+b.def)
While having a small damage at the beginning of the game, the output of this formula will growth exponentially as the atk increases.
For designing damage formula, you should explore what you can do instead of stuck with default format. You can even throw some variable(s) in it and manipulate the value at the end of the turn, increasing or decreasing the damage as the fight goes on.
Still, at the end of the day, the most important part is playtesting. You need to playtest and adjust the formula (or stats) accordingly until you happy with the result.
Edit: The output of this formula is harder to control than the default format.
Wonderful World!
I'm going to use this one.
I have a an idea for that prompt.
I have a an idea for that prompt.
[RMMV] New at this
I have a solution for that but it's quite complicated and require another plugins.
You could use YEP_ActSeqPack1 to customize the sequence of the skill. Using this plugin you can call a common event that contains your plugin command after the player received damage.
This discussion also cover how to deal when the attack hit, is evaded or miss. I'm pretty sure you don't want the controller to vibrate when the attack is missed or evaded.
You could use YEP_ActSeqPack1 to customize the sequence of the skill. Using this plugin you can call a common event that contains your plugin command after the player received damage.
This discussion also cover how to deal when the attack hit, is evaded or miss. I'm pretty sure you don't want the controller to vibrate when the attack is missed or evaded.
The Simple Times
author=Avee
CrazyBabi: The Emperor of BlueFire-I didn't expect a game of this size coming out of this event! Good job developing all that and making all the custom assets within the allotted time. The pseudo 3D style is lovely and reminiscent of some of the Pokémon games.
-I imagine there's an optimal strategy to every battle and you have to buy more packs to get extra characters. Still, I defeated Steve with the initial setup, had to wait for Sahuagin to run out of MP then finished him off using Explosive a few times. I don't know if I'll keep playing but it's a charming game.
-I was a bit bothered by the fact that it doesn't really feel like a card game. It's more like a traditional RPG where you can buy packs of equipment and items.
-Kids who lose a game have to give money to the winner? Gee, that would be so wrong in real life :P
Thank you for the quick review! Glad you like the pseudo 3D style.
Yeah, the card game thing is only visual
I do wanted to buff Steve but by story he is a dumb kid who only thinks raw power is everything you need.
Besides, the first battle after tutorial shouldn't be hard, right?
I also planned a feature of stealing money from the parent's room. But that's a little bit too much, isn't it?
Besides, the first battle after tutorial shouldn't be hard, right?
I also planned a feature of stealing money from the parent's room. But that's a little bit too much, isn't it?
The Simple Times
A.I. Generation and RMN
What would happen to the games with AI-generated assets that are already on the site?
Not mine, but I noticed some.
Would there be a grace period for the dev to take down the game or replace the assets?
Not mine, but I noticed some.
Would there be a grace period for the dev to take down the game or replace the assets?
They Walk Among Us
Cozy Places
author=JustAShyDogeNah, maybe the problem is on my end. I am using an old machine.
-And erm...yeah I have no idea what to do with crazybabi's issue. Mash any button I guess, that's somehow a common issue for beginner unity game maker like me ;-;
Cozy Places
My potato cannot run JustAShyDoge's entry. Q.Q
It is not responding as soon as I opened it, although the bgm is still playing.
It is not responding as soon as I opened it, although the bgm is still playing.














