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Rpg maker mv ring menu battle
Rpg maker mv ring menu battle









rpg maker mv ring menu battle
  1. #RPG MAKER MV RING MENU BATTLE HOW TO#
  2. #RPG MAKER MV RING MENU BATTLE MOD#
  3. #RPG MAKER MV RING MENU BATTLE PLUS#

In the mean time, you might find the following plug ins for RPG Maker MV to be handy when it comes to recreating the D&D experience: If I ever figure out a good solution to it, I will let you know. Mostly just stuck on thinking of a way to make the Target Defense side of things work when b.def would simply be their Constitution score or something. It doesn’t quite yet take into account D&D’s Ability Scores, which I’m still working on. You could replace the target defense with a d20 roll on the enemy side as well and have an opposed check.Īs I said at the top, this isn’t perfect. It forms the basic idea for skill checks, saving throws, and pretty much any Difficulty Check based roll.

rpg maker mv ring menu battle

Naturally, you can probably imagine how this basic formula can be applied to a lot of different things. If (Target AC) <= 1d20 + Attack Modifier + Half Level Deal XdY + Attack Modifier damage else deal no damage.

#RPG MAKER MV RING MENU BATTLE PLUS#

Essentially, do this much damage (a random XdY dice amount) plus our Attack modifier damage.Įlse 0 And if the math DIDN’T equal or beat the Target’s Defense(AC), then deal zero damage due to it being a miss. Math.random((X*Y), X) + 1 + (Math.Floor((a.atk – 10)/2) ) This part is our damage calculation. So it’s a random number between 1-20, plus the modifier, plus half our level. + (Math.Floor(a.lvl / 2)) )): This adds half our level to the math and finishes our If condition. + (Math.Floor((a.atk – 10)/2): This is adding our attack modifier (Math.randomInt(20) + 1: This is our d20 roll. If (b.def <=: This First bit is essentially starting an ‘If-then’ clause that says if the following math results in something equal to or higher than our target’s defense (AC). Kind of crazy, right? Let’s break it down. Then our damage formula will look something like this: We are just going to skip the whole Accuracy/Evade cycle of the attack in favor of our own math. First, you’ll want to set the Skill in RPG Maker to be a ‘Certain Hit’. So how would this work for an actual skill? Well, let’s take a look at one. So an Attack (Strength) of 14 would result in a modifier of 2. In simple terms, you subtract 10 from the Score, divide that by 2 and round down (because you always round down in D&D) and that will give you the modifier. For that you’ll want to use the following calculation:

#RPG MAKER MV RING MENU BATTLE HOW TO#

But another important one would be how to you get the Ability Modifier from the Ability Score. These formulas will be used for everything from determining the attack to the damage, so they are pretty much the cornerstone of this whole thing. In other words, for 3d6 don’t put (6 * 3) just put (18). So for now I strictly went for Attack Roll (Attack) vs AC (Defense) and Spell Attack (Magic Attack) vs Saving Throw (Magic Defense).įor the YdX formula, it’s important to note that you’ll be setting the range of the random numbers, when it says X*Y you should replace that with the actual value of X * Y.

rpg maker mv ring menu battle

While I have started working on versions to incorporate all the different D&D ability scores, I haven’t hammered out all the nitty gritty of using them. Now take in mind that this is a very basic version of what I started working with. So I recently put my mind to work on figuring out how exactly you would be able to bring a d20 or D&D Style of combat to a RPG Maker game. RPG Maker’s combat calculations are more inspired by Final Fantasy or Dragon Quest than anything you’d find in a Pen & Paper RPG tome. Seems easy right? You’ve got dungeons, monsters, characters all there and ready to go! However, the big hurdle is quite simply that the way combat works does not overlap. Something I’ve often toyed with aside from my own game FateStone was the idea of re-creating a Dungeons & Dragons campaign in something like RPG Maker.

#RPG MAKER MV RING MENU BATTLE MOD#

Substitute MOD for a.atk or a.mat or whatever parameter you want to use for the attack. Here is the corrected formula for use in the Damage Formula:ī.def <= (Math.randomInt(20) + 1 + (Math.floor((MOD – 10)/2)) + (Math.floor(a.level/2))) ? Math.random(X*Y) + 1 + (Math.floor((a.atk – 10)/2)) : 0 UPDATE: While the logic below is sound, a recent comment drew my attention to testing what I posted here to find a number of small but crucial JavaScript syntax errors that may cause the formula to result in always returning 0 (the universal RPG Maker sign that something broke).











Rpg maker mv ring menu battle