VERSALIA'S PROFILE
"I married him because his kid is strong and he doesn't wear a shirt" - craze
Search
Filter
Share your Battle abilities and algorithims
author=LockeZ
Yeah, I don't automatically assume it'll halve, but I still expect something close to that to probably/hopefully be the case. RM2K3's formula is difficult to work with while the Final Fantasy series's formula is utterly asinine.
In the FF series, the way defense works is that damage is multiplied by (256 - def). So going from 0 to 128 def halves the damage you take; going from 254 to 255 def also halves the damage you take. Despite this fact, the increase in def from one piece of armor to the next becomes bigger and bigger as the game goes on; Iron Armor to Mythril Armor might only be a +4 def increase, while Crystal Armor to Genji Armor will be more like a +30 def increase. So upgrading armor for the first half of the game is practically useless, while the last piece of equipment you get will probably cause you to take 1/3 the damage you took while wearing the second to last piece.
Final Fantasy. Showing us how not to make games since 1987.
my god that is the worst damage formula ever. what is the most recent FF that used that???
Share your Battle abilities and algorithims
author=LockeZ
And as a player, intuitively, when my defense doubles, I expect my damage taken to halve. Not decrease by some unknowable eldritch formula.
While this is true, I've made a distinction between "defense" and "armor" - your defense doubling does not double the worth of the equipment you have on. (Your Defense * 2) + Armor, not (Your Defense + Armor) * 2.
If you saw in the status screen that you have two defensive stats - DEF and END - and only one of them doubled, would you really expect to take half damage...? In the same way, if you have 10 STR and 20 ATK, and you buy a new sword with 40 ATK, you don't realistically expect to start dishing out double damage. Your personal strength powering that attack is still the same.
Maybe my fault here was simply saying "double defense," as that NEVER comes up in the game. I was simply pointing out that it was a formula using x2 on the enemy's natural defensive statistic. If there were a "double defense" status affect or something it would most likely be represented as "half incoming damage"
I guess I should also mention that armor doesn't help you against magical attacks. Your defensive stat against spells is 1/2 EN + 1/2 MAG, so "raise defense" type stuff still helps to work against magic while ignoring armor
RGSS2 Window Troubles
author=GreatRedSpirit
You can't update/affect a disposed window/sprite/bitmap. Once it's disposed it shouldn't be used anymore, including disposing of it. Include a check to make sure you aren't doing it:
Oh! I thought it might be something like this, which is why I suggested the nil check.
I looked at how the game interpreter handles this, and:
def command_123
if @original_event_id > 0
key = [@map_id, @original_event_id, @params]
$game_self_switches = (@params == 0)
end
$game_map.need_refresh = true
return true
end
#----
Maybe that has something to do with it? Freakin' shot in the dark, but...
$game_map.refresh
throw it in, so the game knows to update the map with the changed switch!
From elsewhere:
def setup_starting_event
if $game_map.need_refresh # If necessary, refresh the map
$game_map.refresh
end
Share your Battle abilities and algorithims
author=GreatRedSpirit
Here's a fun one!
Hit Chance: arctan( ( (hit / eva) - 1 ) * 6 ) / PI + 0.5
Hit = Agi / 5
Eva = Agi / 6 (this might get moved to 7)
I've got half a blog entry about this, how I came up with the algorithm and what it's supposed to achieve. I do have one on the damage algorithm too! (pretend I haven't been on a nigh year long hiatus from it)
I hate you so much. I am really, really, really terrible with math and generally have to rely on someone else to help me write my formulas :< I mean, this is about as complicated as I can get:
((((caster.level + 10) * obj.atk_f) / 100) * (attacker.str * attacker.atk))) / (target.def * target.en)
I wanted to make sure, similar to GRS, that attack and defense actually added a significant amount to the formula. However, I also wanted damage to noticeably scale with the user's LEVEL as well as their stats (if you level up and gain no STR/MAG, you still do a tiny bit more damage for virtue of being a higher power level). I've used 'atk' and 'def' for weapon and armor stats, and 'str' and 'en' as Strength and Endurance stats.
Plug in a test:
A level 20 character, with 20 STR and a weapon with 18 ATK uses a normal attack on an enemy who has 10 DEF and 30 EN. = 36 damage
A level 20 character, with 20 STR and a weapon with 18 ATK uses a normal attack on an enemy who has 20 DEF and 30 EN. (Double defense) = 21 damage
The same character at level 26, still with 20 STR and a weapon with 18 ATK uses a normal attack on an enemy who has 10 DEF and 30 EN. = 43 damage
The same character at level 26, still with 20 STR and a weapon with 18 ATK uses a normal attack on an enemy who has 20 DEF and 30 EN. (Double defense) = 25 damage
Calculated Hiatus
Miracle: There's not enough for a gamepage or I would put it up! Thanks for the nitpicks but, I'm fully aware - that is why it is a work in progress that I have not put a page up for yet XD The text of her stats is also not properly aligned for some reason, the class selection window is perfectly centered to the screen but not to the stat window, etc. However, I did all of this using modernalgebra's ATS as an experiment in using a custom message system to do a custom class-change menu (as opposed to directly scripting it all myself)
Share your Battle abilities and algorithims
author=Adon237
As you would have predicted, I am trying this script out. But me, not knowing much about scripting, has no idea why your script has a syntax error.
Maybe I don't have the whole script, maybe I copied something down wrong.
I misquoted it slightly and said it was a "during effect" tag; it's actual a DAMAGE tag, sorry! I also updated the above comment - use that code instead. You'll have to remove this part:
base = (obj.base_damage * obj.atk_f) / 100 mod = (attacker.atk / target.def) hp_dmg = base * mod
in favor of your own base damage calculation - that's my "base damage."
Share your Battle abilities and algorithims
Flickering Life - Revive a fallen ally with about 10% HP but cause it to take fire damage over time for 3 rounds, 110 MP, usable once per battle
Wait, the ALLY takes fire damage over time?! After being revived at only 10% HP for a shitton of MP only one time in any given battle?
what. Please do this better. I would have it cost 0 MP, be useable once per battle, revive them at 100% HP, and have them take very intense fire damage for 3 rounds. It's a sort of a cool barely-holding-on power move, a flaming panic button - and the strategy then becomes to revive them and layer something like Earthmending on top to help your little phoenix avoid becoming ashes. Rather than reviving them with a sliver of life and having an all-too-familiar-to-any-RPG-player 'OH SHIT HURRY HEAL MY REVIVED-AT-1-HP PARTY MEMBER!!' panic that is made even worse by the fire damage
author=Adon237
Well, first off, I would never give an enemy this attack.
Why not? It's a clever tactical tool to get players to change up their strategy against that enemy if they are using the status ailment specialist class, or something
Share your Battle abilities and algorithims
author=Adon237
Ohh Versalia, I just saw your post.
What is "HULK" the skill name or Status? I am guessing Status.
"HULK" is just the name I gave that bit of code. If I need to use it on a skill, I put <damage: hulk> in the notebox. It doesn't actually say 'hulk' anywhere the player can see it. In-game the skill is called "Special Delivery," and the effect is instant - it's a special attack, not a status effect.
edit: FYI, base damage progression of that formula ends up being:
2 ailments = 200% damage
3 ailments = 266% damage
4 ailments = 400% damage
5 ailments = 640% damage
Do not inflict ailments on enemies with this attack, you will not be pleased with the result.
(Bring a Postman into battles against enemies with ailments, you will be pleased with the result.)
Share your Battle abilities and algorithims
Guys, you have to be using XP/VX for these type of moves, cause I don't see how it is possible in 2k/3.
It isn't. Lots of things possible with XP/VX are just not possible in 2k3. And yes, you do need to write some script.
This is a snippet I wrote for a skill that increases in power based on how many status afflictions you're suffering. The formula is Damage * (2 to the power of X), divided by X. Where X = number of statuses.
when "HULK" stpool = [] base = (obj.base_damage * obj.atk_f) / 100 mod = (attacker.atk / target.def) hp_dmg = base * mod for state in attacker.states # cycle through each of the actor's statuses if state.type?("DEBUFF") or state.type?("AILMENT") hp_dmg *= 2 # double HP damage stpool.push(state) # add the state into the made-up pool of status effects "st pool" end end calc_cri(attacker, obj) if rand(100) <= attacker.cri and stpool.size <= 1 # apply crits now if it's done break if stpool.size <= 1 # if there are no debuffs or ailments in the st pool we made, don't bother continuin statuses = stpool.size hp_dmg = hp_dmg / statuses # divide damage by that many # end formula: Multiply damage by 2 to the power of (# of Statuses) then divide by (# of Statuses) calc_cri(attacker, obj) if rand(100) <= attacker.cri # apply crits now if we didn;t earlier
edit: weird, hide tag doesn't like my post... removing hide tag I guess.















