hexedronin

Villager
Member
Joined
May 29, 2016
Messages
19
Reaction score
0
First Language
English
Primarily Uses
(first post.)


I'm having trouble with formulas. I am not very mathematically adept. i want to know how to make attacks on  different levels of severity.


Ex: Scorch - Light fire attack to one foe.


I need 4 levels: Light, Normal, Heavy, and Severe.


Pls an ty.


whoever reads this, (and answers, hopefully) you are my savior.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
34,763
Reaction score
8,971
First Language
German
Primarily Uses
RMMV
I've moved this thread to Game Mechanics Discussions. Please be sure to post your threads in the correct forum next time. Thank you.



Unfortunately you didn't give much to go on, but the answer is unfortunately "Mathematics".


But first, you need to define what those levels are - what is "light" and what is "severe"?


Does severe mean that a single hit can kill an enemy, or does it need 10 hits? Does light mean that most enemies aren't harmed by it or does it mean that you'll need a thousand hits to kill the enemy?


You can't determine a formula until you have a framework to fit that formula in - in some games with low numbers, hitting for 10 damage is a heavy hit and in other games with high number the enemy shrugs off a hit of 1234 damage.
 

hexedronin

Villager
Member
Joined
May 29, 2016
Messages
19
Reaction score
0
First Language
English
Primarily Uses
messing around with the default attack damage formula, I found a way to do the amount of damage I like.


(sorry for wasting your time... ) 5 0 12 12 '/
 

Latest Threads

Latest Profile Posts

SF_People3_3 added!
index.php

ScreenShot_1_3_2022_1_32_12.png
I feel QSprite for MV is underrated. I basically am able to use my chibi sideview battlers I drew on the maps and have all the motions available. this'll help a lot with cutscenes.
I've figured out how to reasonably tall-ify chibi sprites on my editor. I like that making tall sprites gives me control on expressing how tall characters seem on the field relative to each other as well as better differentiate adult sprites from child sprites.
doing some wacky experimental stuff in MV right now :kaoluv: I cannot wait to drop what I've been working on
Doing RPG Maker News for this week. (January 14th - 20th, 2022)

Forum statistics

Threads
118,557
Messages
1,116,943
Members
155,598
Latest member
kitismad
Top