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Combat Mechanics [RMVX]

I've tried searching for a while but found nothing, if someone knows a link to a guide the explains it, it'd be great if they can post it there.

I would like to know:
How is combat calculated?
How is critical hit calculated?
What a character's ... does in combat.
-Attack
-Defense
-Spirit
-Agility
How does ... of a skill influence it's effect.
-Hit Ratio
-Speed
-Base Damage
-Variance
-Attack F
-Defense F

And I don't need to hear "... Increases the damage" I want to know the actual formula.
 
Kabuto202":2b9u1ddm said:
I've tried searching for a while but found nothing, if someone knows a link to a guide the explains it, it'd be great if they can post it there.

I would like to know:
How is combat calculated?
How is critical hit calculated?
What a character's ... does in combat.
-Attack
-Defense
-Spirit
-Agility
How does ... of a skill influence it's effect.
-Hit Ratio
-Speed
-Base Damage
-Variance
-Attack F
-Defense F

And I don't need to hear "... Increases the damage" I want to know the actual formula.
Press F1, go under combat formulas
Here's what I got for VX.
Battle Formulas
Hit Determination
Evasion Determination
Critical Hit Determination
Damage Calculation
Preemptive Strikes and Surprise Attacks
Escape Success Rate
RPGVX's default battle system uses the following formulas.

The active battler is represented by A, where the battler who is the target for A's actions is represented by B.

Hit DeterminationNormal Attacks
If A is an actor
Hit rate (%) = Hit rate of the weapon equipped by A
If they are unarmed, it will be 95.
If A is an enemy character
Hit rate (%) = A's hit rate
Skills
Hit rate (%) = the skill's success rate
Items
Hit rate (%) = 100
When the attack is a physical one and A has a [Reduced Hit Rate] state added to him, the hit rate will be 1/4 the normal rate.
The messages displayed during a miss are as follows:
If the attack was physical, the message will be "Miss! *** was not damaged!"
For other types of attacks, "There was no effect on ***!" will be displayed.
Evasion DeterminationIf B is an actor
Evasion rate (%) = 5 + the evasion rate of the armor equipped by B
If B is an enemy character
Evasion rate (%) = B's evasion rate
If it is not a physical attack, the evasion rate is treated as 0%.
If B has the [Cannot Act or Evade] state, his evasion rate will also be 0%.
The message displayed for a successful evasion is "*** evaded the attack!"
Critical Hit DeterminationIf A is an actor
Critical hit rate (%) = 4
If the [Frequent Critical] option is enabled, 4% will be added to the critical hit rate.
If a [Frequent Critical] weapon is equipped, 4% will be added to the critical hit rate.
If A is an actor
Critical hit rate (%) = 0
If the [Critical Exists] option is enabled, this will be 10%.
This is only determined for normal attacks.
Damage CalculationNormal Attacks
Damage = A's attack × 4 - B's defense × 2
If the results of the calculations would be a negative number, it will be made 0.
Skills/Items
If the base damage is a positive number
Damage = Base Damage
+ (A's attack × 4 × Attack F ÷ 100)
+ (A's spirit × 2 × Spirit F ÷ 100)
- (B's defense × 2 × Attack F ÷ 100)
- (B's spirit × 1 × Spirit F ÷ 100)

If the results of the calculations would be a negative number, it will be made 0.
If the base damage is a negative number
Damage = Base Damage
- (A's attack × 4 × Attack F ÷ 100)
- (A's spirit × 2 × Spirit F ÷ 100)

Of the attributes that accompany this action, the largest of B's attribute effectiveness values is used to modify the result.
A:200%, B:150%, C:100%, D:50%, E:0%, F:-100%
However, if B's armor or state has the [Halve Attributes] effect, these values will be halved.
If there are multiple such effects, they will all be taken into account.
If the normal attack damage would be 0 after attribute effects have been taken into account, there is a 50% chance that the attack will still cause 1 damage.
A critical hit multiplies the damage caused by 3.
If B is defending himself, the damage will be cut in half. If he has a strong defense, the damage will be 1/4 the normal amount.
Damage amounts are random to some extent, as determined by the dispersion settings.
Preemptive Strikes and Surprise AttacksIf the average of the actors' initiatives >= the average of the enemy characters' initiatives
Preemptive strike rate (%) = 5
Surprise attack rate (%) = 3
If the average of the actors' initiatives < the average of the enemy characters' initiatives
Preemptive strike rate (%) = 3
Surprise attack rate (%) = 5
In the case of a preemptive strike, the enemy characters cannot act for the first turn.
In the case of a surprise attack, the actors cannot act for the first turn.
Preemptive strikes and surprise attacks do not occur for event battles.
Escape Success RateEscape success rate (%) = 150 - 100 × the average of the enemy characters' initiatives ÷ the average of the actors' initiatives
10% will be added for each failed escape attempt.
During a preemptive strike, the actors will always be able to escape.
 

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