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battle formula in rpg2k
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# Character # | |
* A: attacking character | |
* B: attacked character | |
# Note # | |
* On action that is decided from probability will be selected by random number. | |
* If the attack carry attribute, the effect change rate will be reflected to damage or effect amount. | |
# Normal attack damage # | |
* damage: decrease amount of hit point | |
* damage = (power of A) / 2 - (gaurd of B) / 4 | |
* Value must be calculated with floating point number. | |
* Value will spread from 80% to 120% randomly. | |
* If the attack is critical triple the value. | |
* If B is gaurding value will be half. If B has strong gaurd quater it instead. | |
# Hit rate of normal attack # | |
* hit rate(%) = (100 - (100 - (hit rate of A's weapon(%))) * (1 + ((speed of B) / (speed of A) - 1) / 2)) | |
* (hit rate change rate of current state) | |
- 25 * (whether B equip "increate dodge rate" equipment) | |
* If weapon has "ignore enemy's dodge rate", hit rate of weapon will be the hit rate of the attack. | |
* If B is inactionable condition hit rate is 100%. | |
# Effect amount of skill # | |
* effect amount = (basic effect amount) | |
+ (power of A) * (phyisical relation) / 20 | |
+ (mental of A) * (magical relation) / 40 | |
- (whether skill doesn't ignore gaurd) | |
* ((B's gaurd) * (phyisical realation) / 40 | |
+ (B's mental) * (magical relation) / 80) | |
* The value spreads betwen ±5% per "number spread" of skill. (max spread is +50% to -50%) | |
* If B is gaurding value will be half. If B has strong gaurd quater it instead. | |
* If the skill only cures dead state effect amount is the curing hit point amount. | |
# Skill succeed rate # | |
* Succeed rate(%) = basic succeed rate | |
* If the skill is multiple effecting skill, the succeed rate will be calculated per each effect type. | |
* If the skill changes the condition, multiply B's condition effect rate of condition. | |
* If failure message is "~ dodged the attack" the skill will be treated as physical skill and the hit rate of normal attack is applied. | |
* If the effect to HP or MP is failed all effect is treated failed. | |
# Evade succeed rate # | |
* evade succeed rate(%) = (1.5 - (average of enemy group's speed) / (average of patry's speed)) * 100 | |
* Add 10% per each failure. | |
* If first striking succeed rate is 100%. |
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