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Thema: Detail-Wissen und Geheimnise des RPG-Makers -vorallem für Erfahrene/Profis lehrreich

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  1. #11
    Zitat Zitat
    Original geschrieben von Squall83
    Newcomer83@web.de
    Sorry, kann's dir nicht schicken (zu groß).
    Hier ist der ganze "Combat Calculation" Text:
    Zitat Zitat
    · The attacking character is 'A' and the attacked character is 'B'. The success or failure of the action decided at the probability is separately decided based on random numbers. The effect amount regulation is separately reflected in damage and the amount of the effect at the attack with an attribute.

    Damage of attack normally:

    Damage (HP decrease value)(attack power ÷= 2 of A)-(defense power ÷4 of B)

    ·Actual damage changes at random within the range of 80-120% of the above-mentioned value. ·Three values are multiplied for "Kill without fail" and "Critical Hit".

    ·Hit rate of attack is usually (%) =100-hit rate -(rate (%) of hit of equipment arms of 100-A)×+ (quickness -1 of quickness ÷ A of B)1÷2

    ·When the option of "Ignore Monster Evasion" is given to arms, the basic hit rate becomes a hit rate as it is. ·Hit rate change value (%) is multiplied by present "Condition".

    ·When B is equipped with the protector of "Rise Avoid of Physical Attack", 25% is subtracted from the hit rate. The hit rate is unconditionally assumed to be 100% when under the "Condition" that B cannot act.

    ·Amount of effect of special skill:

    Amount of basic effect (attack power × mind implication level ÷+ 20 of A) effect amount = +(soul power × soul implication level ÷40 of A)

    ·It changes within the range of 5% of ± for each numeric, decentralized level 1(maximum +50--50%).

    ·When a special skill of the attack and setting [ the defense ignore ] is invalid, the following values are pulled from the amount of the effect. (defense power × shock implication level ÷40 of B)-(soul power × soul implication level ÷80 of B)

    ·The value of the amount of the effect is treated as it is as recovery rate (%) of HP for a special skill by which only the condition that it is not possible to combat is recovered (HP is not recovered)(all recoveries when the value is 100 or more).

    Success rate of special skill Success rate basis (%) = success rate

    ·As for a special skill with two or more effects, the success rate of each effect is calculated and the success or failure is judged.

    ·The abnormal generation rate based on the effective condition degree of the character is crossed for a special skill by which the state is changed (The probability to which the state change actually takes place is 25%(50% and 50% at the abnormal generation rate in the state at the success rate of a special skill)).

    ·When the message when failing is "Etc. The attack was exchanged", the judgment type of "Hit rate of the attack normally" is applied with a special skill of a physical attack.

    ·When the attack by a special skill by which HP or MP is decreased fails, the attack to other ability values and states is assumed to be invalid (All are considered to be a failure).

    ·Escape success rate Escape success rate (%) = 1.5-(average quickness of all average quickness ÷ heroes of the entire enemy Chara)×100 (example)The escape success rate is 50% at the same both. enemy Chara and hero's average quickness rates

    ·The escape success rate is added by 10% every one time of the escape failure.

    ·It is assumed the one that it is possible to run away unconditionally for the preemptive strike inside.

    Gemin-note: I had a very difficult time translating this section. I apologize that some of it may not be accurate. I believe most of it is, although you may need a good background in math to make any sense of it. I found some damage calculations from the World of Rm2k forum and I offer them to you now, maybe they will help you make more sense of it all.

    Geändert von Cygnus (03.04.2003 um 03:31 Uhr)

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