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@take-cheeze
Last active December 10, 2015 08:58
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battle formula in rpg2k
# 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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