XP How to make enemies hit less damage?

Started by Zexion, December 31, 2011, 08:09:26 am

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Zexion

I have a custom battle system installed on rmxp called the "tales of battle system". It uses the default rmxp damage though no formulas have changed. My problem is I don't know how to make it so enemies hit less hard on me...If i lower there attack they don't hit at all, if I raise it then they hit too hard.??
Is there a script or something I could do to control how high they hit? (also the system raises there stats by a certain percentage if the player is high leveled, but the problem is at the low levels.)

MarkHest

December 31, 2011, 11:10:31 am #1 Last Edit: December 31, 2011, 11:12:50 am by MarkHest
There's no script needed for this :O.o:

Strength altso determines how much damage the enemies makes. If your enemies strength value is high you might want to lower it by a little and raise attack power. Or if their Attack Power is high you might want to raise Strength a little and lower Attack Power. You need to balance strength and attack power together so their damage dealt are balanced.

(Altso keep in mind that their normal attacks rely on your heroes Physical Defence)


Thought this should probably already be known to you.
   

Zexion

December 31, 2011, 01:11:13 pm #2 Last Edit: December 31, 2011, 01:14:12 pm by Zexion
Thanks dude :P forgot about str lemme mess with it and I'll see what happens, btw do u like lvl up or down?

Edit:Turns out i have all the enemies stats turned down to 1...and he still hits me too high..3 hits and i'm dead...i think the problem is i need to put more hp..

MarkHest

Up :P

...That is wierd o_o

Are you sure you're adjusting the correct enemy? xD

Otherwise i can only think of your heroes HP and Physical Defence. If an enemy has the stat 1 in both Attack Power and Strenght, i realy don't know whats causing it to do so much dmg. Is he using spells or just normal attacks?
   

ArcaneAlchemist

I have created a battle algorithm based on ff6 as a template. I still have to determine rows, multiple enemy selection, and speed vs. turns. But, as far as everything else, it's pretty sick. The downside is that I had to define all of my custom attributes in the database and their relative classes. It's a real pain, but it's well worth the effort to get a nice low stat starting game if you are interested. Just let me know if you want to take a look. It's pretty alpha still(which is why it's not up here), but you will be able to figure it out I'm sure.

If you do want to do it yourself though, take a look in game_battler part 3 at the battle algs.