Are you probably the person who liked to show me how to make a Turn based battle system? If not, then would you appreciate it to make with me a system? Its because i have study very long at that project but it seems to be more complicate then i have mentioned before. In that, could you do me a favor and lend me a hand so we two can make both one turn based battle system..? it would be a great deal! Oh, of course. I wasn't really sure about that maybe you do not understand the term of turn based battle system but it acts like this, but even though the trigger set-up doesnt get in fine results for me that's why im asking youre help. Ok, back to what i like to say..
one person attacks another
Effect that happen when fighting youre enemy
- IF attacker used normal attack THEN do normal damage (based on sword)*
- IF attacker used ranged attack THEN do ranged damage (based on bow, spell)*
* = only there is one thing i don't get.. while doing like this progress you will notice that you deal damage to youre opponent. But how do you know what the damage will be?? Well, we have to set-up a formula to determine the damage.
If the person of who you control has this status then you have to make of those status the damage formula
(here i need some help thats why i dont have revealed it!)
Dick
HP 40
ATT 12
Well, normally a hero or character has also a defense but as the aoe2 game has defense but not changable you have to make youre own defense. This can be done by using a formula..
In thinking of this formula for the defense determination:
Defense = HP / ATT
Example= Dick HP 40 / ATT 12 = 3,33333333
See those 3's ? We round them down if it is lower then 5 and we round them up when it is higher then 5.
So, when we pass with the rules the number of 3,333333 will be changed to 3 makes the status of the hero:
Dick
HP 40
ATT 12
DEF 3
Ah, i have seen the status more closer and noticed that i didnt have calculate the agility of the unit or maybe said to be the movement rate the unit has to walk. In some RPG's this is important because in battles the unit whos agility(speed) is higher may act first.
Lets try something to get a rough number for the agility:
Agility = (HP - ATT) * DEF
Example= (40 - 12) = 28
28 * 3 = 84
Then we add the agility to the status to see our results:
Dick
HP 40
ATT 12
DEF 3
AGL 84
Some of you will think why do i need to control all those calculations to get a map of total fun..? Well you dont actually need to manage them you have or can use them for players who like to have a system. By the system i mean you have just made the calculation for yourself. It can be on a notebook or so to make yourself confident about the damage you deal to the opponent player when of course be in game of the scenario you have made. And see what it looks like. When you think that you will be able to see the calculations.. youre wrong. Just like what i have done is simply a basic knowledge that you use to make youre damage and status points for youre RPG game. This status points including the calculations of the needed hero. As you see that i have used calculation for the DEF and AGL...
But maybe sad to hear, theyre is still a calculation i want to share with you... the Luck status!
First i will show the status again:
Dick
***HP 40
***ATT 12
***DEF 3
***AGL 84
Now, its a little bit complicate so listen careful:
Example:
HP= 40
then HP luck is.. look at the table below:
HP luck:
1-5 HP = 1
6-10 HP = 2
11-15 HP = 3
16-20 HP = 4
21-25 HP = 5
26-30 HP = 6
31-35 HP = 7
36-40 HP = 8
41-45 HP = 9
51-55 HP = 10
61-65 HP = 11
71-75 HP = 12
76-80 HP = 13
81-85 HP = 14
86-90 HP = 15
91-95 HP = 16
96-100 HP = 17Our example HP luck is bold!
And if more hp in game then just follow like the table says
This means for all luck status HP, att, def, agl!!
ATT luck:
1-5 ATT = 1
6-10 ATT = 2
11-15 ATT = 3
16-20 ATT = 4
21-25 ATT = 5
26-30 ATT = 6
31-35 ATT = 7
36-40 ATT = 8
41-45 ATT = 9
51-55 ATT = 10
61-65 ATT = 11
71-75 ATT = 12
76-80 ATT = 13
81-85 ATT = 14
86-90 ATT = 15
91-95 ATT = 16
96-100 ATT = 17Our example ATT luck is bold!
DEF luck:
1-5 DEF = 1
6-10 DEF = 2
11-15 DEF = 3
16-20 DEF = 4
21-25 DEF = 5
26-30 DEF = 6
31-35 DEF = 7
36-40 DEF = 8
41-45 DEF = 9
51-55 DEF = 10
61-65 DEF = 11
71-75 DEF = 12
76-80 DEF = 13
81-85 DEF = 14
86-90 DEF = 15
91-95 DEF = 16
96-100 DEF = 17Our example DEF luck is bold!
AGL luck:
1-5 AGL = 1
6-10 AGL = 2
11-15 AGL = 3
16-20 AGL = 4
21-25 AGL = 5
26-30 AGL = 6
31-35 AGL = 7
36-40 AGL = 8
41-45 AGL = 9
51-55 AGL = 10
61-65 AGL = 11
71-75 AGL = 12
76-80 AGL = 13
81-85 AGL = 14
86-90 AGL = 15
91-95 AGL = 16
96-100 AGL = 17Our example AGL luck is bold!
*** = we first determine the luck based at the status of the hero. HP, ATT, DEF, AGL.
After this, we calculate the actual luck, read below:
Now you need to add all the bold marked numbers and then you need to divide the outcome to 4.. if you dont get it then read below:
Hp luck + Att luck + Def luck + AGL luck = answer1
Luck = answer1 / 4
( there are 4 luck based numbers that why dividing to 4!)
And this is the calculation! any questions?
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(_(_(_( = WizardBoy: | Proud member of AOK = Click to add population = )_)_)_)[This message has been edited by WizardBoy (edited 10-29-2005 @ 12:12 PM).]