mercurygerman
Member
I have to apologize ahead of time as even though I've tinkered with RPG Maker XP for years, I haven't done much in the way of scripting. As this is my first script request, I hope my I can make everything easy to understand, and I'm sure it's an easy fix for some of you scripting gurus out there. I'm going off memory here, so this is probably a little off, but the default battle algorithm in XP figures damage dealt by something like this:
(Skill Power * Strength F ÷ 100)
- (Target Pdef * Pdef F ÷ 200)
Lately, I've been wanting the Defense and Magic Defense to have a much greater scaling effect. I was wondering if there is a way to change the default battle battle algorithms (either by a script or modifying them directly) to make Defense and Magic Defense ratings reduce all damage taken by a *direct percentage*
For example, we have:
Arshes
DF: 500
MDF: 100
Upcoming Damage = 1,000
If the incoming attack is physical, Arshes Defense Rating of 500 translates into 50% physical damage reduction, so he only receives 500 damage from that attack. But if we say that 1,000 upcoming damage is magical, his 100 MDF rating translates into 10% magical damage reduction, so he only receives 900 damage. I'm using 1,000 as a perfection reduction rating here, mainly because I use it as a cap for stats in my game.
Would this be a simple change or a major pain? Is there anyone willing to help me out with this? Thanks in advance!
(Skill Power * Strength F ÷ 100)
- (Target Pdef * Pdef F ÷ 200)
Lately, I've been wanting the Defense and Magic Defense to have a much greater scaling effect. I was wondering if there is a way to change the default battle battle algorithms (either by a script or modifying them directly) to make Defense and Magic Defense ratings reduce all damage taken by a *direct percentage*
For example, we have:
Arshes
DF: 500
MDF: 100
Upcoming Damage = 1,000
If the incoming attack is physical, Arshes Defense Rating of 500 translates into 50% physical damage reduction, so he only receives 500 damage from that attack. But if we say that 1,000 upcoming damage is magical, his 100 MDF rating translates into 10% magical damage reduction, so he only receives 900 damage. I'm using 1,000 as a perfection reduction rating here, mainly because I use it as a cap for stats in my game.
Would this be a simple change or a major pain? Is there anyone willing to help me out with this? Thanks in advance!