- Joined
- Jan 15, 2019
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- RMMV
First off I know the title isn't the most specific in the world, but this idea is a bit complicated and I have no idea how to sum it up in a short title, so forgive me for that please!
With that out of the way, I've got an idea for my first real project, though at the moment it's more of a proof-of-concept kind of thing. This is meant primarily for me to share with the people closer to me to gauge the basic ideas and everything, and because of that I'm not using a bunch of fancy custom graphics or musics or anything like that. I bring this up to say that my project is totally vanilla right now, so if plugins or something are required, then I'd have to add them after the fact. Also, while I do have a fair amount of general knowledge, I'm still *relatively* new to a lot of stuff in RPG Maker, especially when it comes to stuff like variables. This is also a learning experience for me.
Now, the damage system I want to incorporate involves numbers outside of attack and defense, and I'm struggling to find *exactly* how to do it.
The idea is basically that weapons and spells have a base damage to them (Rather than increasing your attack directly). This base damage is consistent, and will always be the same every attack, provided the stats match up. However, that's where atk and def come into play.
If your attack is exactly DOUBLE or higher than the enemy's defense, you'll do double the damage of the weapon. If your attack is exactly HALF or less than the enemy's defense, you'll do half the damage of the weapon. As an example, if you have a [Steel Sword] that does 20 damage, you have 10 atk and the enemy has 10 def, every time you *attack*, you'll deal exactly 20 damage. However, if your atk is 20, you'll deal 40 damage, and if your atk is only 5, then you'll do 10 damage.
The same would go with magic, except it's based off of Magic vs Magic Defense obviously.
Ideally, having an atk between those two points (Like 15 in this example) would still increase/decrease your damage by a % each point, but still having half and double being the min/max.
I think of this like a soft-requirement of sorts. It's not just "You need to have 30 atk to wield this weapon", it's more "You can wield this weapon that does 90 damage, but you haven't invested in atk at all, so it's lower than half of the def of all the enemies you're fighting, so you're only going to do 45 with it, making it much less effective, but still at least *usable*"
I've been poking around, but I haven't quite found any way of doing this yet, and I'm unsure if it can even be done in a vanilla project (Though with that said, I'm *not* against getting a plugin if need-be. I'm trying to keep this as stock as it can be, but I *do* want it to actually function the way I want).
As a side note, this is much less important in this proof of concept, but it'd still be nice to play around with, I also want to make it so that elemental weaknesses and resistances raise/lower the end damage by a set amount (This being 50%). By the end amount, I mean all the damage would be calculated *before* the element came into play (In the case of multiple attacks, each swing wouldn't get the boost, just the final, added amount). This would affect both weapons with elements imbued on them, as well as spells themselves. Instead of a % weakness or something, it's just "You use a fire attack. If the monster is weak to fire, your damage is increased by 50%. If it's resistant to fire, your damage is decreased by 50%. If the monster is neutral, there is no increase or decrease in damage.
(And to make sure I'm saying the increases right on the elements, what I mean is, a fire sword that does 10 damage to an enemy, if it's weak to fire it'll do 15 damage, if it's resistant then it'll do 5 damage. 50% of the final damage, which is 10.)
I hope this is the right place to be asking this question, I've never been very good with forums. I didn't quite mean for this to get so long, but hopefully it's detailed enough to get the idea across!
With that out of the way, I've got an idea for my first real project, though at the moment it's more of a proof-of-concept kind of thing. This is meant primarily for me to share with the people closer to me to gauge the basic ideas and everything, and because of that I'm not using a bunch of fancy custom graphics or musics or anything like that. I bring this up to say that my project is totally vanilla right now, so if plugins or something are required, then I'd have to add them after the fact. Also, while I do have a fair amount of general knowledge, I'm still *relatively* new to a lot of stuff in RPG Maker, especially when it comes to stuff like variables. This is also a learning experience for me.
Now, the damage system I want to incorporate involves numbers outside of attack and defense, and I'm struggling to find *exactly* how to do it.
The idea is basically that weapons and spells have a base damage to them (Rather than increasing your attack directly). This base damage is consistent, and will always be the same every attack, provided the stats match up. However, that's where atk and def come into play.
If your attack is exactly DOUBLE or higher than the enemy's defense, you'll do double the damage of the weapon. If your attack is exactly HALF or less than the enemy's defense, you'll do half the damage of the weapon. As an example, if you have a [Steel Sword] that does 20 damage, you have 10 atk and the enemy has 10 def, every time you *attack*, you'll deal exactly 20 damage. However, if your atk is 20, you'll deal 40 damage, and if your atk is only 5, then you'll do 10 damage.
The same would go with magic, except it's based off of Magic vs Magic Defense obviously.
Ideally, having an atk between those two points (Like 15 in this example) would still increase/decrease your damage by a % each point, but still having half and double being the min/max.
I think of this like a soft-requirement of sorts. It's not just "You need to have 30 atk to wield this weapon", it's more "You can wield this weapon that does 90 damage, but you haven't invested in atk at all, so it's lower than half of the def of all the enemies you're fighting, so you're only going to do 45 with it, making it much less effective, but still at least *usable*"
I've been poking around, but I haven't quite found any way of doing this yet, and I'm unsure if it can even be done in a vanilla project (Though with that said, I'm *not* against getting a plugin if need-be. I'm trying to keep this as stock as it can be, but I *do* want it to actually function the way I want).
As a side note, this is much less important in this proof of concept, but it'd still be nice to play around with, I also want to make it so that elemental weaknesses and resistances raise/lower the end damage by a set amount (This being 50%). By the end amount, I mean all the damage would be calculated *before* the element came into play (In the case of multiple attacks, each swing wouldn't get the boost, just the final, added amount). This would affect both weapons with elements imbued on them, as well as spells themselves. Instead of a % weakness or something, it's just "You use a fire attack. If the monster is weak to fire, your damage is increased by 50%. If it's resistant to fire, your damage is decreased by 50%. If the monster is neutral, there is no increase or decrease in damage.
(And to make sure I'm saying the increases right on the elements, what I mean is, a fire sword that does 10 damage to an enemy, if it's weak to fire it'll do 15 damage, if it's resistant then it'll do 5 damage. 50% of the final damage, which is 10.)
I hope this is the right place to be asking this question, I've never been very good with forums. I didn't quite mean for this to get so long, but hopefully it's detailed enough to get the idea across!