I'm wondering if it's possible to take an ex-Parameter like HIT Rate and turn it into an number over 100? For example, I want a character to have an Accuracy rating of 127 and that number be put into some sort of formula to calculate 127 - (Evasion of enemy) into a final output.
The reason for this is that the limit to 100% is, well, limiting to me.
Will I need to create my own parameter and formula? If so, how would I do that?
If somebody has a better way of calculating Hit Rate and Accuracy and all that, please feel free to help me. I'm new to game creation and could use all the suggestions and tips I can get.
Thanks!
HIT Rate % convert to number?
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hm, how is percentage not enough?
Do you mean that instead of Hit rate -Evasion you want to use another formula? -
Well I'd like to see you hit something with 150% accuracy! LMAOThe reason for this is that the limit to 100% is, well, limiting to me.
You would need a script to do some Arbitrary Rating Scale like you seem to want. I really Don't see the point, you COULD just give it a % and then put a made up number in the Description to go with it. -
I THINK that instead of a percentage he wants something like a hit stat like in Final Fantasy.
But I have no idea how the hit rate is calculated there. -
What do you mean in the description?Well I'd like to see you hit something with 150% accuracy! LMAO
You would need a script to do some Arbitrary Rating Scale like you seem to want. I really Don't see the point, you COULD just give it a % and then put a made up number in the Description to go with it. -
That might be what I'm trying to think of. I don't know, I may just stick with percentages.I THINK that instead of a percentage he wants something like a hit stat like in Final Fantasy.
But I have no idea how the hit rate is calculated there.
I'm just trying to come up with a good way to level hit rate for my characters without making it too high or too low. I'm not sure how other games do it. -
cooldoode325, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
There's a nifty MultiQuote button in the lower right corner of every post if you want to reply to several people at once and quote them while doing so :) -
Oops, sorry. I'll do that next time.cooldoode325, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
There's a nifty MultiQuote button in the lower right corner of every post if you want to reply to several people at once and quote them while doing so :) -
it's best to stay between 85-100 for highly accurate attacks, for attacks that have a good chance to fail use 60-84%, for it might hit, it might not 40-59%, and for an attack that almost never hits but when it does it'll hurt use 20-39%, 1-19% probably shouldn't be used EVER at the risk of just pissing off players.
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Thanks! I'll try these numbers!it's best to stay between 85-100 for highly accurate attacks, for attacks that have a good chance to fail use 60-84%, for it might hit, it might not 40-59%, and for an attack that almost never hits but when it does it'll hurt use 20-39%, 1-19% probably shouldn't be used EVER at the risk of just pissing off players.
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I think I know what the OP is after, and if I remember correctly there already is a script for this available.
Currently, the attack processor rolls one percentage roll for HIT%, and if the attack hits then there is a second percentage roll for EVA%.
I think the OP wants to combine these two steps into one, so that the EVA of a target is not rolled independently but substracted from the original HIT chance - and then have the possibility of higher HIT chances to compensate for enemies with high EVA.
If that assumption is correct, then there is such a script, but I don't remember its name or where it was linked, you have to search the master script list and this forum for it. -
Yes! I think, lol. I'll have a lookthrough on the master script list. Though I'm not sure what I should be looking for.I think I know what the OP is after, and if I remember correctly there already is a script for this available.
Currently, the attack processor rolls one percentage roll for HIT%, and if the attack hits then there is a second percentage roll for EVA%.
I think the OP wants to combine these two steps into one, so that the EVA of a target is not rolled independently but substracted from the original HIT chance - and then have the possibility of higher HIT chances to compensate for enemies with high EVA.
If that assumption is correct, then there is such a script, but I don't remember its name or where it was linked, you have to search the master script list and this forum for it.