Combat formulas

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0 comments, last by erissian 15 years, 11 months ago
I am working on a browser based role-playing game. I just started work on it tonight, so right now, the combat system is a matter of chance with VERY slight use of your level. It's win or lose based on chance. Later tonight, however, I will be adding an inventory and equipment system. I plan to add HP, STR and Def bonuses. STR and DEF would both be levels you could train, plus wearing the right equipment would boost them. I need a combat formula that can somehow factor in all my skills and my level, vs the npc's, and decide how much hp I hit and how much they hit. Can anybody help me with this, or at least get me started? I'm no good at logistical math. Here's the game, if you need a little reference. Keep in mind I just started it a few hours ago, so it's not that great yet. www.kolwebs.org/darkrealm Well I just thought something up, can anybody see any problems with this? Would this work on a normal basis? my_hit=(((mystr+hishp)*hislvl)/mylvl)/2 his_hit=((hislvl*(hishp-mylvl))/mydef)/2 if(his_hit <= 0){ hit = my_hit; // I would hit him my initial hit }else if(my_hit <= 0){ hit = his_hit; // He would hit me his initial hit }else if(my_hit > his_hit){ hit = (my_hit-his_hit)*2; // Meaning I would hit him the difference between our hits. }else if(my_hit < his_hit){ hit = (his_hit-my_hit)*2; // Meaning he would hit me the difference between our hits. } Let me use that in a few examples.... My level: 30 My str: 15 My Def: 13 My HP: 50 His Level: 25 His HP: 43 my_hit=(((15+43)*25)/50)/2 // Calculates to 14.5 rounded to 15 his_hit=((25*(43-30))/13)/2 // Calculates to 12.5 rounded to 13 15-13=2*2=4 // I would hit him for 4. Let's try another set. My Lvl: 50 My str: 45 My Def: 34 My HP: 44 His Lvl: 25 His HP: 43 my_hit=(((45+43)*25)/50)/2 //Calculates to be 22his_hit=((25*(43-50))/34)/2 //Calculates to be -2 Since His hit is negative it would be ignored, I would hit him for 22. My Lvl: 66, my str: 53, my def: 54, my HP: 59 His Lvl: 84, his HP: 81 my_hit=(((53+81)*84)/66)/2 //Calculates to 85 his_hit=((84*(81-66))/54)/2 // Calculates to 11. Dang, this means if he were stronger, I would still be hitting him way more than he hits me. I hit stronger depending on his level. Hmm If I change the formula to.... my_hit=((mystr*mylvl)/hislvl)/2 his_hit=((hislvl*hishp)/mydef)/2 my_hit=((53*66)/84)/2 // I would hit him for 20 his_hit = ((84*81)/54)/2 // He would hit me for 63 63-20=43 So he would finally hit me for 43 hit points. This seems around right to me. Let's try another with this formula. My Lvl: 50 My str: 45 My Def: 34 My HP: 44 His Lvl: 25 His HP: 43 my_hit=((45*50)/25)/2 // I hit him for 45 his_hit=((25*43)/34)/2 // He hits me for 15 45-15=30 I hit him for 30. Lets try roughly equal stats. My Lvl: 50 My str: 50 My Def: 50 My HP: 44 His Lvl: 50 His HP: 44 my_hit=((44*50)/50)/2 //I hit him for 22 his_hit=((50*44)/34)/2 // He hits me for 32 Hmm Something isn't right here? Can anybody help this cause? The problem is clearly the way I am differing the formulas, but I'm too tired to think better right now. Hopefully somebody can shed some light on this project!
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I know this is the "Math & Physics" forum, and this is most definitely a math problem, but I'm going to suggest that you ask a mod to move this to the Game Design forum.

If you need to know what variables your character should have, how they should fit together, and how they should affect combat, that is absolutely a design problem.

I just think you'll get a better and more thorough response. This is my opinion.

That being said, in the last example where does the 50 come from? The 34 looks like it should be there, though.
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