Jump to content
MakeWebGames

RPG Battle Formula


JordanD

Recommended Posts

Does anyone have any RPG battle formula ideas that they'd like to share? I'm trying to come up with a mathematical formula that would make each attribute different, but roughly equal. I'm using the ezrpg engine so the attributes that are built in are:

Strength - This increases the damage you do in battle, and increases your weight limit so you can carry more items.

Vitality - This increases the amount of health you have and decreases the amount of damage you receive in battle.

Agility - This increases your chance to completely dodge and attack and take no damage in battle!

Dexterity - This helps you aim better so you are less likely to miss your opponent.

but I could change that to only two or three attributes. In addition to these four attributes, the weapons also have a damage amount and the armor has a protection amount. If anyone has any ideas, please post them. I might also be willing to pay a little for someone experienced in this sort of thing to help me come up with a battle system that will make my game fun and fair so send me a private message if you'd like to offer your services.

Thanks,

Jordan

Link to comment
Share on other sites

Trying to figure out the formula for fighting took days to tweak properly, and that was just the very start, i choosen simular stats like you did.. Your best bet is to research a popular MMO and see if there are any posts containing how they do there fighting formula and working out experience.

Link to comment
Share on other sites

I've come up with a formula that works, but I need to do some testing still to find out if each attribute is even. If someone can just put all of their stat points into strength and win every battle (for example) then that wouldn't be very fair or fun. I'm figuring it out though.

Link to comment
Share on other sites

At the risk of sounding hypocritical, I'm just going to give a summary of what the formula I came up with does rather than give it out....

It gets a random number around your strength plus damage and then subtracts from that a random number around the vitality plus armor protection of the opponent. Then it calculates whether or not this hit should be missed by picking a random number close to your dexterity divided by a random number close to their agility and if it's under 1.00 then you miss.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...