Script Title: Custom Damage Calculation Script
RMXP or RMVX: RMXP
Detailed Description: I hope i'm doing this correct ^^;
Basically, I don't know exactly how Rpg Maker Xp calculates damage or resistances, but I don't like it. I'd like something that I deem to be much more simple for terms of calculating what will be done.
I'll list below how I think it should go...
Hp: This number should simply mean how much HP the character has. I'm pretty sure that's standard. I'm sure this works that way already.
Sp: Skill points, Mana points, call it what you will. This number should mean how much of it they have. I'm sure this works that way already.
STR: Critical strike rating. A critical attack is one that deals double damage. The percent default chance should be 5%, but increases (and decreases) by 1% for each difference between attacker and defender (if attacker was 15 and defender was 5, critical hit chance is 10+5=15%)
DEX: This one should be important for turn order. The number should accumulate. To make it simple, attacker has 15, defender has 10. For each 10, they get a turn. So the attacker will get first attack, then defender would get one attack, but due to the attacker's DEX, he now has a total of 20 (15-10+15), and so gets two turns before the enemy can attack back. So it'd work even with odd numbers, adding up the little bits, and removing 10 on each attack phase.
AGI: Agility should be used for evasion and accuracy. The attacker's versus the defender's. If equal, the chance for hit and miss is equal (50%). I'm sure you can get the idea, basically the difference between them would change that percentage, so say an attacker's agility was 30, and the defender's agility was 60, the hit chance would only be 20%. If a difference of more than 50 is present, it'd be impossible to hit (or, if the attacker has the upper hand, impossible to miss)
INT: Intellect is used for magic, same as ATK is used for attack.
ATK: This number is the attack strength of a character, used for physical attacks.
PDEF: Physical defense. Used in damage calculation. Attack value of attacker, minus defense value of defender, equals damage done to HP.
MDEF: Magical defense. INT minus MDEF is damage to HP.
Okay, now that that's set, I'd also like to make it so that the damage dealt isn't always a constant number. Is it possible to make the damage dealt have a variance? So that it sometimes deals more or less damage by about 5 points?
EDIT: I forgot element and status efficiency!
A: Damage (or with status, status change chance) reduced by 50%
B: Damage (or with status, status change chance) reduced by 25%
C: Damage is calculated as normal
D: Damage (or with status, status change chance) increased by 25%
E: Damage (or with status, status change chance) increased by 50%
F: Damage (or with status, status change chance) increased by 75%
Thanks.
RMXP or RMVX: RMXP
Detailed Description: I hope i'm doing this correct ^^;
Basically, I don't know exactly how Rpg Maker Xp calculates damage or resistances, but I don't like it. I'd like something that I deem to be much more simple for terms of calculating what will be done.
I'll list below how I think it should go...
Hp: This number should simply mean how much HP the character has. I'm pretty sure that's standard. I'm sure this works that way already.
Sp: Skill points, Mana points, call it what you will. This number should mean how much of it they have. I'm sure this works that way already.
STR: Critical strike rating. A critical attack is one that deals double damage. The percent default chance should be 5%, but increases (and decreases) by 1% for each difference between attacker and defender (if attacker was 15 and defender was 5, critical hit chance is 10+5=15%)
DEX: This one should be important for turn order. The number should accumulate. To make it simple, attacker has 15, defender has 10. For each 10, they get a turn. So the attacker will get first attack, then defender would get one attack, but due to the attacker's DEX, he now has a total of 20 (15-10+15), and so gets two turns before the enemy can attack back. So it'd work even with odd numbers, adding up the little bits, and removing 10 on each attack phase.
AGI: Agility should be used for evasion and accuracy. The attacker's versus the defender's. If equal, the chance for hit and miss is equal (50%). I'm sure you can get the idea, basically the difference between them would change that percentage, so say an attacker's agility was 30, and the defender's agility was 60, the hit chance would only be 20%. If a difference of more than 50 is present, it'd be impossible to hit (or, if the attacker has the upper hand, impossible to miss)
INT: Intellect is used for magic, same as ATK is used for attack.
ATK: This number is the attack strength of a character, used for physical attacks.
PDEF: Physical defense. Used in damage calculation. Attack value of attacker, minus defense value of defender, equals damage done to HP.
MDEF: Magical defense. INT minus MDEF is damage to HP.
Okay, now that that's set, I'd also like to make it so that the damage dealt isn't always a constant number. Is it possible to make the damage dealt have a variance? So that it sometimes deals more or less damage by about 5 points?
EDIT: I forgot element and status efficiency!
A: Damage (or with status, status change chance) reduced by 50%
B: Damage (or with status, status change chance) reduced by 25%
C: Damage is calculated as normal
D: Damage (or with status, status change chance) increased by 25%
E: Damage (or with status, status change chance) increased by 50%
F: Damage (or with status, status change chance) increased by 75%
Thanks.