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Battle Algorithm
Well, I am making a battle system, but I am not necessary good at algorithms,
I'm trying to find an algorithm to control the damage, the only algorithm I made, which I thought was good, was this. Well, I hate math, but I know its useful :) PHP Code:
Btw, I am interested to get someone to help me make good algorithms (or learn me how to make better ones), if anyone is interested in teaching me, pm me or leave a post here :) |
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Is this an active system like Maloria or Zodiac? |
Just do what I did: pull some formulas out of your ass and let people play with them. If they don't work, try changing some things around to reflect what you want changed.
Zodiac's started off with a formula for damage and damage reduction, but I've changed it so much that the actual damage/reduction goes through three or four formulas before it reaches the final result. |
temp.dmg = somecalculationdmg + int(random(0, 10));
coolio =D |
of course! an algorithim!
....wait what's an algorithym? |
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many formulas there :O the most easiest damage calculation I have made is: PHP Code:
Well, for the battle system I am making, I am trying to make the damage depending on speed, weight and normal damage, also I am planning to having buffs, resistance etc.. (Mudlib :) ) I've been wondering, like where should I store player's buffs, armor addition etc.. like in a clientr. string? anyone have suggestions? ideas? I was wondering if I should use clientr. strings, so players can't reconnect to lost bad buffs etc.. or a database, I dunno, any ideas? |
Yeah, that's what I do Yen. xP
Eventually you do come across a pretty good one. |
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I like this one.
NPC Code:Attack = Power + Random(int(Power/8)); Such is the 'Swords' damage formula of Final Fantasy V. You could also use this one (which would only really be accurate for blunt weapons): NPC Code:Damage = int(WeaponWeight^2 / Strength); Quote:
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Well, it's an action RPG.. You have to take things like the area things hit in, how fast they hit, comparison to other things, ect. into consideration.
You can put down formulas that look good on paper, but it's unlikely they'll be that great in-game. |
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Come up with something, and time test it, and revise, until it works. No one makes anything perfect the first time they try, it can always be improved or changed later. Eventually it will work well and youll go from there, if you had any doubt about that, i do notice Zodiac is actually on the classic list, so its got to work somehow. |
I think I found a good algorithm :D
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Damage = int(WeaponWeight^.75 + ((Strength * Power) /2)); |
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