NEW RULE:While making an enemy's turn awhile back, I realized that the mods don't have every character's stats on hand. I've decided to make a new rule to fix this problem.
When an RP starts, PLEASE post your characters stats (With a weapon equipped, I'll have an example below). A mod will copy and paste these stats, delete your post, and add it to the first post with the map. This will help us out a LOT when making enemy turns, because we won't have to dig through the ancient library to find everyone's stats and make the proper calculations.
3nodding An example should be like the following. I'll write what you should put down, and provide an example right beside it:
(Char. Name)----------------- Stephen
Equipped wep.---------------Iron Sword
Attack-------------------------- ATK: 9
AS------------------------------- AS: 10
TOHIT------------------------ TOHIT: 113
Avoid-------------------------- Avoid: 23
CRIT---------------------------- CRIT: 5
That is all. Thanks!
From now on, please use this random number generator for all of your RP needs. It's highly efficient. ^_^. Keep in mind that in order for this link to work, you must COPY AND PASTE it into your web browser in another window. Gaia's new "Leaving Gaiaonline" feature screws up the URL for this site, making the RNG unusable if you don't follow the instructions up above.
Here's the site: http://www.random.org/nform.htmlConcerning battles: Any amount of people are allowed in a battle, AS LONG AS THEY ARE THERE WHEN PREPERATIONS ARE BEING MADE. When we are making maps it is very inconvenient for somebody to pop in and say that they want to join in just as it is finished, as a lot of work goes into the map-making. From now on, if you miss the battle preperations, you're going to have to sit the chapter out unless your entry is story-related.
3nodding Finally, the battle system has been patented, as well as the Stat-gaining system. However, this requires a bit of thinking on our part. Basically, you will need to be able to calculate your character's avoid rate, hit rate, attack power, and defensive power in accordance with
every enemy you meet. Thankfully, we have decided that most enemies will have the exact same stats and weapons (Remember, I said most, not all) so you won't have to be working TOO hard.
Now, onto the Battle System Example. Should you guys need more, please post/PM me and say so. I'll be happy to accomodate you.
3nodding Let's pit my RP character (Stephen) against an ordinary Soldier. Said Soldier is equipped with an Iron Lance, while Stephen's equipped with an Iron Sword
Soldier------------------------------Stephen
HP: 21 // STR: 5----------------HP:19 // STR:4/
SKL: 5 // SPD: 2---------------SKL:10 // SPD:10/
LUC: 0 // DEF: 1-----------------LUC:5 // DEF:4/
RES: 1 // MOV: 5---------------RES:1 // MOV:5/
CON: 7 // RSC: //------------- CON:9 // RSC:8/
Now, let's factor in our characters with the weapons: (Normally, the mods will do this for you when it concerns enemies. We rule, don't we? Just make sure you know your own stats. If you're caught cheating, you're only given 2 warnings.)
If you don't know how I got the stats below, PLEASE look at the top of this site. It has all your needs for Fire Emblem attacking, and such.
http://www.rpgdl.com/FEFAQs.phpThese are the stats each character has WITHOUT pitting them against one another. (Oh, forgot to add: Stats are always rounded DOWN in case of a decimal. Remember it)
Soldier -------------------------------------------- Stephen
Attack: 12----------------------------------------- ATK: 9
Attack Speed (AS): 1----------------------------- AS: 10
Hit Rate(As March calls it, TOHIT):90-------- TOHIT: 113
Avoid: 2 ----------------------------------------- Avoid: 23
Critical (CRIT): 0 ------------------------------- CRIT: 5
Hope you're following me so far, guys! Now comes the final part. Pitting each character against the other!
So, as Stephen is equipped with a Sword, his ATK goes down by one, as well as his TOHIT rate, which is reduced by 15%. This gives him and ATK of 8 per hit and a hit rate of 98%. In effect, this gives the Soldier a bonus +1 to his ATK, and +15% to hit TOHIT rate.
Now, we must start the subtraction of stats due to avoid. Since the enemy soldier has an Attack speed of 1, 1% is reduced from Stephen's TOHIT rate. In effect, 23% of the Soldier's TOHIT rate is subtracted due to Stephen's amazing avoid.
Thus, here are the final stats.
Soldier--------------------- Stephen
ATK: 13--------------------- ATK: 8
AS: 1-------------------- AS: 10 (Double attack!)
TOHIT: 82------------------TOHIT: 98
CRIT: 0 ----------------------CRIT: 5
BATTLE!
Soldier attacks Stephen (And HERE is where the RNG comes in!)
Basically, you're required to input 4 numbers into the RNG for different things. In battle, you'll ALWAYS only be wanting to only GENERATE 2 numbers. 1 to see if you critical, 1 to see if you hit or miss. So, for the RNG site I've provided, you'll almost always be wanting to just GENERATE 2 numbers.
Next, the smallest value will ALWAYS be one. For battle, the highest will ALWAYS be 100.
The Format option for the site isn't really needed, but for simplicity's sake you should usually just go with 1.
So, let's use the RNG! *Uses it* (Remember, if the numbers generated are LOWER or EQUAL to the character's percents, then it's a hit, or critical)
Soldier...Hits! 13 damage is done to Stephen. Time for Stephen's double counter attack! (When dealing with double counter attacks, generate 4 numbers. Treat the first two as one attack, and the next two as the second)
Stephen....hits! 8 Damage is done to the Soldier.
Stephen....hits! Another 8 damage is done to the soldier, for a total of 16 damage.
3nodding Stephen's turn!
Stephen...hits, killing the soldier!
4laugh And THAT is how the game is played, bitches. Hope I gave an accurate explanation. I know the RP's going to be lengthy and tough, but remember, it's a FUN math class!
3nodding Now, onto the Stat-gaining system I invented...
Since our game uses Letter grades (A, B, C, D, E, F) instead of actual percents, it's sort of hard to tell what the hell to do when you level up. I've created a nice little solution to this problem
3nodding Basically, when you level up, have our RNG generate 7 numbers, in accordance to HP, STR, SKL, SPD, LUC, DEF, and RES.
A= 6
B=5
C=4
D=3
E=2
F=1
Make sure that the limits on the RNG are from 1 to 7.
Now, for this system to work, you have to compare your actual growth rates to the RNs. Again, let's use our beloved Stephen
HP: B = 5
STR: C = 4
SKL: A = 6
SPD: A = 6
LUC: B = 5
DEF: D = 3
RES: F = 1
I will now use the RNG....*Uses it*
I got:
5
6
2
3
7
6
1
Since 5 = 5, I gain a point in HP
Since 6 > 4, I do not gain a point in STR
Since 2 < 6, I gain a point in SKL
Since 3 < 6, I gain a point in SPD
Since 7 > 5, I do not gain a point in LUC
Since 6 > 3, I do not gain a point in DEF
Since 1 = 1, I gain a point in RES
Make sense? It better. I spent a hell of a lot of time writing all of this
3nodding Please post or PM me if you have any concerns, guys.