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- Jul 4, 2015
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I'm looking for a "floating stats for enemies" script.
In most of games enemy stats are just constants or variables based on party level. I'm looking for a something more complex.
To the balance difficulty in my game i want to use floating stats based on other stats. What that means?
Example ATK for boss(it just idea):
boss_attack = party_attack * difficulty_area * game_difficulty
party_attack = ((actor_n.atk + actor_n+1.atk ... ) / party_size) * boss_strenght_value
That means it doesn't matter if we fight with boss on 20 or 50 lv, it will be always challenge for our party. Also if we return to earlier locations we don't defeat enemies by one single hit because they evolved like our party.
With formulas like: enemy.def = actor_with_highets_attack * x%, enemy.mdf = actor_with_highest_atk * x% we can create many, many very interesting battles with dependence how many we have a mages or knights in our party.
Of course, this requires a lot of calculations and considerations to take advantage of such a system fully.
Also important is that the stats did not change during the fight, but were attributed directly before battle, because buffs or statuses (like protect or berserk) can destroy completely the system, or states will become useless.
What do you think of this solution. You are met already with something like this before?
In most of games enemy stats are just constants or variables based on party level. I'm looking for a something more complex.
To the balance difficulty in my game i want to use floating stats based on other stats. What that means?
Example ATK for boss(it just idea):
boss_attack = party_attack * difficulty_area * game_difficulty
party_attack = ((actor_n.atk + actor_n+1.atk ... ) / party_size) * boss_strenght_value
That means it doesn't matter if we fight with boss on 20 or 50 lv, it will be always challenge for our party. Also if we return to earlier locations we don't defeat enemies by one single hit because they evolved like our party.
With formulas like: enemy.def = actor_with_highets_attack * x%, enemy.mdf = actor_with_highest_atk * x% we can create many, many very interesting battles with dependence how many we have a mages or knights in our party.
Of course, this requires a lot of calculations and considerations to take advantage of such a system fully.
Also important is that the stats did not change during the fight, but were attributed directly before battle, because buffs or statuses (like protect or berserk) can destroy completely the system, or states will become useless.
What do you think of this solution. You are met already with something like this before?
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