danilo luis faria 0 Posted February 24, 2012 Ok, so I would like to know wich would be the easiest way to set the battle formulas on my game to something closer to dungeons and dragons rules. Can I alter it in the database? Should I make a script (I guess we already have something like that for VX, so I would just try to bring it to ace)? I already saw on a discussion someone saying that he used battle formulas like the ones in d&d 4th edition, but houw could I implement something like that? Share this post Link to post Share on other sites
Kirin 36 Posted February 24, 2012 (edited) All attacks in the maker are now assigned in the database, including normal attacks. There's also an option for you to set your own damage formulae individually for each skill, so that would be how you'd do it. No, you don't need a script. Edited February 24, 2012 by Kirin Share this post Link to post Share on other sites
danilo luis faria 0 Posted February 24, 2012 so I'm attached to the standart "chance to hit" formula? cause I can't see where I can actually change it (I'm talking about precision). anyway, how could I add values of limited damage for specific weapons? (sumthing like d&d, where weapons damage is based on dices - 1-4, 1-6, 1-8, etc, + abilities modifier) is that possible without a script? Share this post Link to post Share on other sites
Shadow 6 Posted February 25, 2012 U can add a variance based on damage, if u put 4 damage in a weapon with 50% variance, the damage is beetween 2 and 4. But if u post 4, the variance is -50% damage, if u want to put 4, and 50%+ or 50% less, take this topic to solved this: http://www.rpgmakervxace.net/index.php?/topic/1421-changing-the-way-damage-variance-works/ this means that if u put 4 and 50% variance, the weapon can do 2-6 damage. Share this post Link to post Share on other sites
Fomar0153 121 Posted February 25, 2012 I don't know much about the D&D formulas, if you want to explain them in more detail or link me to an explanation then I might be able to do more. Anyway you could set variance to 0 and then use rand in the formulae One example for d6: rand(6) + 1 2 d6: rand(6) + rand(6) + 2 d12: rand(12) + 1 etc If you provide more details then I might be able to help more. Share this post Link to post Share on other sites
danilo luis faria 0 Posted February 25, 2012 @formar0153 the d&d rules are quite simple: you roll a 20 sided dice, add a few modifiers and need to hit a difficult class. so, in combat, for instance, you would attack rolling a d20, adding modifiers (let's say +2 from Strengh, +2 from lvl, +1 from magic bonus from weapon = +5) and you need to hit an Armor Class (a difficult class oriented to battles) equal 13. So you would need to take a 8 > in the d20 dice to hit. for damage, each weapon have a dice (or, sometimes, more than one dice) used for damage. something like: swords use d8 dices, daggers d4, etc. you also add your strengh modifier and some other stuff (like enhancement bonus from enchantment). Share this post Link to post Share on other sites
D351R3D 0 Posted January 22, 2013 How would you be able to bump up the formula with a level up. In D&D you bump up the die rolls you get or something like that or does RMVXA do that all on it's own? Kind of like this for example: Lv 1: rand(12) + 1 Lv 2: rand(12) + 2 Lv 3: rand(12) + 5 Lv 5: rand(12) + rand(6) + 1 Lv 20: rand(12) + rand(12) + 1 So yeah how would or how could you do that for each time your character levels up? Share this post Link to post Share on other sites
ekomega 20 Posted January 24, 2013 (edited) You could set it to something like rand(12) + (2*a.level-1) or if a.level < 5 rand(12) +(2*a.level-1) elsif a.level >4 && a.level <15 rand(12) + rand(6) +1 etc. etc. Be careful, though, you'll likely run into the character limit for formulas when you get into if statements. EDIT: Also, you super necro-posted this with a level 12 resurrection spell. Maybe should've started a new topic. Edited January 24, 2013 by ekomega 1 D351R3D reacted to this Share this post Link to post Share on other sites
D351R3D 0 Posted January 26, 2013 I was thinking about not doing a necro spell, but I guess I decided to be a lame lazy mage and had my necro post on auto cast. I'll un tick the box and make sure I don't do that again. I'm obviosly a noob mage and I necro posted, so where would i put: if a.level < 5 rand(12) +(2*a.level-1) elsif a.level >4 && a.level <15 rand(12) + rand(6) +1 Would I put that in the note area for the Actor, that's just my guess? Also what is the limit for if statements? Thanks though that seems like it'll work Share this post Link to post Share on other sites
ekomega 20 Posted January 26, 2013 You'd put that in the skill's damage formula box. Several scripters have written scripts that allow you to use different skills for different weapons or actors, so you can easily get around the "everyone uses attack" rule. I think the formula limit is 80 characters, but not might be fewer. For the DnD hit rules, there's another thread asking about that. http://www.rpgmakervxace.net/topic/11885-d20-custom-hit-formula/ You'd need yet another script, and some tweaking. Share this post Link to post Share on other sites