Ok so I'm a bit new when it comes to damage formulas, I made a formula which works fine up until I wanted to add onto the formula to deal double damage if the user is affected by a state.
The entire formula is
However this deals zero damage either with or without the state applied
Howdy all, I've been working on my project for about 3 months now and ever since I started, I've been grappling with what I should I use as my damage formula. Early on, I got it into my head that I should use a formula that divides the user's attack against the target's defense then it would...
Well, I wanted to ask you a favor if you can pass/do some damage formulas for some skills
a damage formula, for an ability that is capable of hitting several times in a single turbo, but has little damage
and a damage formula that can do elemental damage x2 for example that does fire damage...
I'm trying to make my game's combat more like D&D. I followed this tutorial to get started, but I'm currently stuck on how to implement the damage side of the process. Ideally, I'd like to be able to put a custom damage formula in the notetags of each weapon like 1 + rand(x) +...
Okay, so new to RPGMaker Mz, I've mainly put off working with MZ due to lack of plugins vs. the previous version. So long story short, I'm trying to create my own action-battle-system of sorts using common events. I'm no pro at scripting but if I need to use it I'll learn what I can.
Say I want my attack formula to read something along the lines of [a.atk - X], where X is a custom defense formula stored somewhere else in the editor, maybe in a placeholder skill ID. So if [X = b.def] and I want to change it to [X = b.def*0.5], this change happens to every single skill that...
I am using Bobstah's Custom Stats plug-in for weapon stats, like the sharpness of a sword or the defense against cuts from certain armor.
Unfortunately, the my game does not appear to actually read those stats. No matter what I do, no damage will be afflicted when using those stats.
ave369's Damage Control
This plugin allows controlling skill and item damage by introducing a bottom and a cap, a la classic Final Fantasy games. Remember doing the 9999 with your attacks? This plugin will allow you to do the same and more.
Hello quick question
Anyway to change the hit% of a skill through variables or switches?
Trying to make a proficiency system where certain skills get increased hit chance the greater a variable is.
Can I do it in the engine or do I need a plugin. If plugin, know of any?
ty if you can help...
I am attempting to make a damage formula that hits all enemies and does less the more enemies are alive. The problem has to lie with my formula as it does 0 damage no matter how low the enemies defense is.
The formula I am using is as follows:
((a.agi * 4 - b.def * 2) / 3)) - ((((a.agi * 4 -...
I am frustrated.
Very much so.
Anyway onto why. I have a character who uses Almighty skills, and the formula for this particular skill is (a.mat * 2) - b.mdf.
My actor (Jackst3r) has 191 MAT, and my enemy has 25 MDF.
This means the skill should do about 357 damage, right?
Wrong apparently. It's...
How can I set the tcr (TP charge rate) to 0 within a skills formula or inside notetags evals? I tried something like a.tcr = 0 or user.tcr = 0 but that doesn't seem to be the right command.
I was able to change the skill used when countering a physical move by adding "this._action.setSkill(x);" at the .invokeCounterAttack function in Yanfly's Battle Engine Core script.
Question is, I have no idea of how to actually set the damage of the attack chosen as the counter...
I recently installed yanfly's damage core plugin because I thought it would let me implement "Scratch damage", which incase you don't know means a base damage across all attacking actions. Simply put, I want my game's system to be similar to how pokemon works, where even a level 1...
In my project I'm creating sort of dice aspect to my formulas utilizing the Math.randomInt() to create custom dice for each of my skills to give me more control on the damage variance for my game.
I have been successful in making formulas that roll multiple dice but in my play testing...
So I have this problem, mostly with HoTs, DoTs, and one classes' "heal when dealing damage" mechanic where numbers are often shown as partial values (6.4 instead of 6). How do I make this display only show whole numbers or round to the nearest whole number?
So in the game I've been developing, I want Weapons to have a Unique Value (Power), that is used to calculate Damage, alongside the Character's Parameters. Essentially, I want to be able to make a formula like: ( (a.atk / b.def) * Power )
I'm trying to do the following:
PDEF and MDEF can only max out at 85 and they decrease damage by a percentage rather the default direct subtraction.
STR partially ignores armor (is currently 20% of your Str)
Physical and Magical defense does not affect healing spells
For some reason, I keep...
Hello. I'm looking to make a game with RMMV. I've dabbled with RPG Makers in the past, but have never completed anything past a small demo. I do know basic eventing and can make small vanilla games, but that's it.
While creating my classes and weapons for my current game, I realized that all my...
So, to the best of my ability I can say I have searched for a solution to this problem before hand, spending a few days and trying different ways of using the plugins. At current for the base of this scenario I am using the plugins Hime's Weapon Damage and Phoenix Kage Desu's ABS. As a second I...
The X-Mas and ~ all ~ December long Calendar Project seems to bring my machine right to the limit. A very good oportunity to test what my pc can do. Or at which point I should decide to take a step back from filling the rendering program with assets.
The new grafics card and ram do their job well, that's for sure. My own early Christmas gifts were a good investment.
Tiny setback. Turns out my Title Screen image and one of my primary background & avatar images are AI Generated. Glad I went back and checked all my resource links. So I am in hot pursuit of replacement images. Which is fine since I was still missing some images that I need anyway.