RipSkinned

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I'm not trying to make a pokemon game, but I'm trying to use its formula to see if it can be translated in rpgmaker because it works well with what I'm trying to achieve. Can anyone point me towards how it's done? I'm trying to recreate the Gen I one for now since I think it's simpler.

https://bulbapedia.bulbagarden.net/wiki/Damage

this link explains it quite well, but I'm having trouble translating it to rpgmaker, mostly because of the modifier factor. I ignore weather, badges, critical and other since they were applied Gen II onwards but it still is hard to get it right.
I've emulated a simple move like tackle with characters with the same attack, power, defenses, HP as some pokemon just to try it out and it always ends up radically different than in the pokemon game (i've used formula calculators on the internet to compare). I don't know what could be missing.
 
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Grunwave

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How are you going to assign levels to Enemies?

There are some plugings that do it.

I personally do not like the Luck stat, so I use that as my Level placeholder.
 

RipSkinned

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How are you going to assign levels to Enemies?

There are some plugings that do it.

I personally do not like the Luck stat, so I use that as my Level placeholder.
ah yes, I've already got a plugin that lets enemies have levels!
I also don't use luck.
 

kirbwarrior

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(((a.level * 2) / 5 + 2) * X * a.atk / b.def) / 50 + 2

That ignores all modifiers and random damage. Random damage is a bit odd in pokemon, so this will give you the highest damage a physical attack can do. X is the skill power (replace it with a number), replace atk and def with mat and mdf for special attacks.

At least, according to the link. That's not the formula I remember when I played a lot which was;

a.level * X * a.atk / b.def / 100

but that seems too simple. Regardless, neither take into account of STAB, which is important.
 

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