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text based rpg battle system

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KomodoCreated:
hey guys i need some ideas on how to make a turn-based battle system using text i want to be able to make certain moves more affective on different enemies and i want it so i can get critical,regular,and even missis. so if you can give me some ideas that you may have i would realy appreciate it thanks.

Just keep working with variables like Attack, Speed, and Crit Rate then declare what it would do if it is bigger, smaller, or equal. Thats what I usually do, I'm still working on an Text RPG engine so I'm sharing what seems to work best for me.

Hi Komodo, My 2 cents, would be to keep this simple for now. Constraining your game to a text based format was a good idea; very economic. Since you've outlined a few of the features you want in battle, it might be worth jotting them down and outlining some of the specifics by asking questions. For instance... Is your turn based system alternating, or do entities have some sort of speed attribute that determines what order they act? When you say certain moves are effective against certain enemies, do you mean like magic attacks (water beats fire), or specific weapon attacks (axe beats sword)? Do you plan on having more than one playable character? If so do characters have different classes/jobs? Brainstorming by asking your own questions may help identify what the specifics of your game are. Onto your attack calculations. The scenario you listed requires a few thing: 1. A way to determine whether a hit landed 2. A way to determine if it was a critical hit or not Most RPGs use stats on the attacker and defender to determine this: An attacker's Accuracy stat may increase the rate that attacks are successful While the defender's Evasion stat may reduce that rate An attacker's Luck stat may increase the odds of a critical hit You can imagine how these stats might work, but the formula for calculating is going to be different for every RPG, and entirely up to you. It's probably a good idea to start with the essentials. Get a battle set up with a player and enemy and figure out how to take turns. Then add in things like calculating damage or using items. EDIT: Oh and once you get to the point where you are trying to balance stats, an xl spreadsheet with values plugged into your damage formula is a really nice way to find reasonable values and quickly visualize things like stat growth and leveling and how they affect your battle ecosystem.

Thanks for your help guys,you have helped a lot. Ps. Sorry for the late reply I was at karate class