STATUS
Looking at some elaborate damage formulas for other peoples' games, and I'm p. much just using the ol' "atk minus def" (´・ω・`)
Sgt M- 03/17/2016 06:40 PM
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need some help or someone to bounce ideas off of?
author=Zachary_Braun
If it works, it works.
This.
I'm trying to keep things simple in my project so I can actually finish it. So I too am currently using the big standard formula.
Maybe someday down the road i'll start experimenting with the more fancy ones!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
(5+slv)*sqrt(a.str/b.vit*(a.atk*x*skill_power)*a.lv/16) - b.def
The true gentleman's formula.
The true gentleman's formula.
Has the d20 system ever been implemented into an rpg maker game?
InfectionFiles
Has the d20 system ever been implemented into an rpg maker game?
That I know of, no. But there is a script that implements it. It's literally called the Dungeons and Dragons system and you can find it on RMW. Last time I checked, it was incomplete, but the writer was concerned about copyright and I suggested that he base his system on Pathfinder since that's open source.
author=pianotmInfectionFilesThat I know of, no. But there is a script that implements it.
Has the d20 system ever been implemented into an rpg maker game?
Someone should definitely make one then! I might even take a whack at it.
I think I read that you do too, piano, but I grew up with D&D. Though it's been awhile
Going off topic, sorry!
author=InfectionFiles
Has the d20 system ever been implemented into an rpg maker game?
I remember a VX script that dealt with d20 (up to 3.5 ed). I don't remember the author, though.
Final Damage = (((Normal Damage
x 1.5) (only if ethereal)
x (1 + Enhanced Damage on Weapon / 100) + Bonuses to Minimum/Maximum Damage)
x (1 + Strength or Dexterity / 100 + Off-Weapon Enhanced Damage / 100 + Skill Damage Bonus % / 100) + Elemental Damage)
x (1 - Skill Damage Penalty / 100)
x 2 (only if a critical or deadly strike is scored)
x 1.5) (only if ethereal)
x (1 + Enhanced Damage on Weapon / 100) + Bonuses to Minimum/Maximum Damage)
x (1 + Strength or Dexterity / 100 + Off-Weapon Enhanced Damage / 100 + Skill Damage Bonus % / 100) + Elemental Damage)
x (1 - Skill Damage Penalty / 100)
x 2 (only if a critical or deadly strike is scored)
The biggest benefit of the D20 system is the tactile goodness of rolling a big goofy die and hoping for a huge number. Tying up your actions with that much RNG is typically not a whole lot of fun in a virtual system :P
Somebody please do this :D
I suddenly just got really nostalgic for Pokemon Gold and how you could only find certain items or shopkeepers on like, Wednesday nights. I remember sneaking away with my game boy at the right time to find secret stuff :P
author=unity
Double damage but only on Tuesdays
Somebody please do this :D
I suddenly just got really nostalgic for Pokemon Gold and how you could only find certain items or shopkeepers on like, Wednesday nights. I remember sneaking away with my game boy at the right time to find secret stuff :P
author=slash
The biggest benefit of the D20 system is the tactile goodness of rolling a big goofy die and hoping for a huge number. Tying up your actions with that much RNG is typically not a whole lot of fun in a virtual system :P
Wasn't a problem for Baldur's Gate or Neverwinter Nights.
author=pianotmauthor=slashWasn't a problem for Baldur's Gate or Neverwinter Nights.
The biggest benefit of the D20 system is the tactile goodness of rolling a big goofy die and hoping for a huge number. Tying up your actions with that much RNG is typically not a whole lot of fun in a virtual system :P
Yep! That's the whole point, people are spoiled these days :P
the vast rng of d20 works for social games because the highs and lows are shared. there's a reason baldur's gate and such are famous yet niche... PoE is helping though
you're the worst
@SGT: absolutely nothing wrong with that. it's what i use and i'm known for being the guy who makes all the battle games
Red_Nova
(5+slv)*sqrt(a.str/b.vit*(a.atk*x*skill_power)*a.lv/16) - b.def
The true gentleman's formula.
you're the worst
@SGT: absolutely nothing wrong with that. it's what i use and i'm known for being the guy who makes all the battle games
Nothing wrong with simple formulas. Use shit the player can actually look at and say "Okay, I know exactly how and why that damage is being calculated". Makes the game way more fun than some over complicated nonsense that yields virtually the same results.
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