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EmilyAnnCoons

"Fixing" the DBS

Question

So, I've been playing around with the Default Battle System a bit as of late, and I think I'm going to stick with it for my current project. However, I have one issue with it. It seems to randomly decide who goes when. I have a character who is much faster then any other monster, yet she rarely goes first. I was wondering if there was a way to fix the DBS so that it actually picked who goes by agility, instead of at random, because I want to make some battles that require your character to make the right move first, but I can't do that if the chance of your person actually going first is only 1 out of 12 (8 enemies and 4 party members).

 

Anyone think they can help?

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So, basically, you want the battle system to strictly set the order of action based on the battler with the highest agility, to the battler with the lowest agility?

 

I can take a look.

 

EDIT:

Apparently, RPG Maker does order the characters by greatest speed to least speed....however for WHATEVER reason, they mess with the speed before sorting the battlers (they add a random number to each battlers speed ... lol).

 

if you just add this snippet of code, somewhere AFTER Game_Battler1,2,3

It should fix that.

 

class Game_Battler
 #--------------------------------------------------------------------------
 # * Determine Action Speed
 #--------------------------------------------------------------------------
 def make_action_speed
   @current_action.speed = agi
 end
end

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I want to tweak the DBS a bit too, or at least know how it works at a base level.

 

1.- How is the hit/miss chance calculated?

2.- How is the damage calculated?

 

What I want to know is the stats that interfere with these things, and how do they interfere, like, is there a formula?

So if any coder ,or anyone really, can help I would be really glad :)

Edited by Serge

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I want to tweak the DBS a bit too, or at least know how it works at a base level.

 

1.- How is the hit/miss chance calculated?

2.- How is the damage calculated?

 

What I want to know is the stats that interfere with these things, and how do they interfere, like, is there a formula?

So if any coder ,or anyone really, can help I would be really glad :)

 

From the Help section in RMXP:

 

First Hit

Normal attacks:

First hit rate = Hit rate of A's state

Skills:

Attack power F is 1 or greater (physical attack)

First hit rate = Skill's hit rate × hit rate of A's state ÷ 100

Attack power F is 0 (non-physical attack)

First hit rate = Skill's hit rate

Items:

First hit rate = Item's hit rate

  • If A's condition is normal, the state hit rate is 100.


Critical Hit

Normal attacks:

Critical hit rate = 4 × A's dexterity ÷ B's agility

Skills:

Critical hit rate = 0

Items:

Critical hit rate = 0


Calculating Damage

Normal attacks:

Power = A's attack power - (B's physical defense ÷ 2)

Rate = 20 + A's strength

Variance = 15

[*]Minimum force: 0

Skills:

Skill's force is positive:

Force = Skill's force

+ (A's attack power × skill's attack power F ÷ 100)

- (B's physical defense × skill's physical defense F ÷ 200)

- (B's magic defense × skill's magic defense F ÷ 200)

  • Minimum force: 0

 

Skill's force is negative:

Force = Skill's force

Rate = 20

+ (A's strength × skill's strength F ÷ 100)

+ (A's dexterity × skill's dexterity F ÷ 100)

+ (A's agility × skill's agility F ÷ 100)

+ (A's intelligence × skill's intelligence F ÷ 100)

Variance = Skill's variance

Items:

HP recovery amount is negative:

Force = - Amount of HP recovered

- (B's physical defense × item's physical defense F ÷ 20)

- (B's magic defense × item's magic defense F ÷ 20)

  • Minimum force: 0

HP recovery amount is positive:

Force = - Amount of HP recovered

Rate = 20

Variance = Item's variance

Damage = force × multiplier ÷ 20 × elemental modifier × critical modifier × defense modifier (± variance %)

 

  • Elemental modifier: The weakest of B's effective elements corresponding to the action's element(s).
    A: 200%, B: 150%, C: 100%, D: 50%, E: 0%, F: -100%
    Reduced by half if B's armor or state has a defending (opposing) element.
    When there are more than one of the same defending elements, the damage may be halved multiple times.
  • Critical modifier: Equals 2 when the damage is positive and a critical hit is made.
  • Defense modifier: Equals 1/2 when the damage is positive and B is defending.


Second Hit

Second Hit

Damage is positive:

B's condition is normal:

Evasion = 8 × B's agility ÷ A's dexterity + B's evasion modifier

Normal attacks:

Second hit rate = 100 - evasion

Skills:

Second hit rate = 100 - (evasion × skill's evasion F ÷ 100)

Items:

Second hit rate = 100

B has "Can't Evade" state:

Second hit rate = 100

Damage is negative (recovery):

Second hit rate = 100


Successful Escape

Successful escape rate = 50 × actors' average agility ÷ enemies' average agility

Edited by bigace

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Thanks Ace, nevr tought about checking the Help file for this. Looks like I have some reading for the rest of the day.

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Thanks Ace, nevr tought about checking the Help file for this. Looks like I have some reading for the rest of the day.

 

Your welcome :alright:

 

Also theres some custom battle systems out there that can reconfigure the battle formula as well if you want to change it.

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