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kramlat



Registered
  07/01/2012
Points
  4
7th January, 2012 at 06:55:39 -

I already know how to do a decent damage formula, now I am asking how would one event:
1.) A ctb (condition turn battle) bar similar to that in FFX.
2.) the actual process of picking the turn for a battler (made with an active object)
once I know that much, I can do the rest.
a response would be very welcome here.

 
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kramlat



Registered
  07/01/2012
Points
  4
7th January, 2012 at 11:33:18 -

sorry for the double post but any attempts to amend my current post with an example seem to present a runtime error.
here is an example so that people can see exactly what sort of battle system I intend to use in the project I am working on:


 
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GamesterXIII



Registered
  04/12/2008
Points
  1110

I am an April Fool
7th January, 2012 at 17:17:32 -

Turn based battle systems are not easy, especially when you start adding more characters, flexible party systems, multiple types of gear, status ailments, elemental systems, spells, skills, etc.

How many characters are you planning on having in battle simultaneously?

My advice to you is either stick to a 1 character 1 enemy at a time battle system, or go with 3 characters that are always with you. Once you get that down you should have a better understanding of everything and may be able to move on to making a more complex system.

FYI: You seem fairly new. A RPG may not be your best bet for a first project. You say you can handle "everything else," but if you cannot create a simple turn-based battle system I seriously doubt that - no offense. Try to create your own - and if you cannot figure it out post back.

 
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kramlat



Registered
  07/01/2012
Points
  4
7th January, 2012 at 18:13:51 -

actually it is an initiative formula that I am asking for. (initiative is what determines who goes first) so the real problem is how to get something like that into math.
And no, I am not new to everything, just making turn based RPGs. I could easily put together any variant of ABS including ADB. I could use the D&D formula but that would not work if an AGI stat exists. in D&D, initiative is determined by 1D20, but in a turn based RPG it is a little different, also initiative also determines how often a critical hit happens.

As for a decent damage formula:
damage = ZeroOrAbove((SkillPoints*(ATK-AC))-DEF)-(AttackElement&&Pcnt(ResistElement))

even if you provided the initiative formula in that kind of form, then that would be helpful.

 
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