- Joined
- Dec 7, 2022
- Messages
- 4
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- English
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- RMMZ
Hi there! I am currently in the early stages of building an RPGMaker game. I have pretty much all of my visual assets sorted so it's time for me to think about how I can implement the core mechanics.
One thing I am struggling with right now is how restrictive the basic stats are. Primarily, that skill success seems to be a flat % based on the character and the skill itself.
What I am looking to do is have skills scale to stats, mimicking a dice-rolling system like you'd find in a tabletop game.
So for instance - say you roll two six-sided dice each time you want to use a skill, then check the total against your relevant stat. If the number rolled is lower than your stat, the skill works (for instance - you have 10 ATK and you roll a 6, so it works). 2D6 has eleven possible outcomes (2-12) so the chance of any one number would be 1 in 11.
What I would like to do is have a success formula something along the lines of:
Success% = (Skill)/11x100
So if your skill is 8, 8 rounds to 73% of 11, so you have a 73% chance of success.
Unfortunately I can't seem to set my own formula for this anywhere when making a skill. There are formulae like this for *damage* but nothing about hit chance... I have looked at the VisuStellaMZ engine plugins but I can't find anything there that lets me do this - unless I have missed something, which is entirely possible given that I am learning as I go.
The best idea I have had so far is to have a common event for each skill that rolls a random number, then checks it against the stat and uses a conditional branch to implement the consequences if it's successful. However in base RPG maker I can't seem to set a "current target" for effects like removing enemy hp, it always seems to be based on either 'all troops' or a specific slot in the battle.
If anyone has any idea of how I might implement this in RPGMakerMZ I would be greatly appreciative. Thank you!
One thing I am struggling with right now is how restrictive the basic stats are. Primarily, that skill success seems to be a flat % based on the character and the skill itself.
What I am looking to do is have skills scale to stats, mimicking a dice-rolling system like you'd find in a tabletop game.
So for instance - say you roll two six-sided dice each time you want to use a skill, then check the total against your relevant stat. If the number rolled is lower than your stat, the skill works (for instance - you have 10 ATK and you roll a 6, so it works). 2D6 has eleven possible outcomes (2-12) so the chance of any one number would be 1 in 11.
What I would like to do is have a success formula something along the lines of:
Success% = (Skill)/11x100
So if your skill is 8, 8 rounds to 73% of 11, so you have a 73% chance of success.
Unfortunately I can't seem to set my own formula for this anywhere when making a skill. There are formulae like this for *damage* but nothing about hit chance... I have looked at the VisuStellaMZ engine plugins but I can't find anything there that lets me do this - unless I have missed something, which is entirely possible given that I am learning as I go.
The best idea I have had so far is to have a common event for each skill that rolls a random number, then checks it against the stat and uses a conditional branch to implement the consequences if it's successful. However in base RPG maker I can't seem to set a "current target" for effects like removing enemy hp, it always seems to be based on either 'all troops' or a specific slot in the battle.
If anyone has any idea of how I might implement this in RPGMakerMZ I would be greatly appreciative. Thank you!