I am using Bobstah's Custom Stats plug-in, but the added custom stats do not work in the damage formula, making the skills they are included in do 0 damage.
I will describe how I set up the custom stats on the example of srf and fst.
In the Actor note tag I added:
<CustomStat: srf=0>...
So I'm trying to make a skill which does two things
1. Deal damage to all enemies
2. Inflict a state on the caster
After searching a few threads I used "a.add_state(1);a.mhp*0.25" which is intended to deal 1/4 of the caster's max HP to all enemies and then kill the caster (similar to a...
Hi, all. I am trying to make a Skill that deals damage and has a bonus effect if and only if the Skill kills the enemy. Is there a way to go about doing this?
For example: The skill "Fire" does 200 damage. The enemy has 400 HP. On the first use of "Fire," 200 damage would be dealt, leaving the...
(VX ACE)
I'm in the middle of trying to create a "High risk, high reward" type of skill but have not been successful with applying the correct damage formula to make it happen.
I tried this: a.hp>5; 5; else; 0; end but I kept getting errors and am not exactly sure how I'm supposed to structure...
I would like to make a skill that deals damage equal to the kills that the user has done so far, like increasing the damage output of said skill by 1 for every kill. I am sure that this is possible, but I do not know how to adress the kill count of the actor in the damage formula.
For example...
I was hoping somebody could help me out. I'm trying to make my wind spell either damage or heal depending on what is being targeted. So far I have this for my damage formula: if (b.isActor()) {b.gainHp (a.mat * 6)} else {a.mat * 6 - b.mdf * 4}.
So far if I target the enemy with the skill it...
Hi guys, this is actually my first time posting a thread on this website. I hope I am easy to understand.
I have the following situation:
I have assigned certain enemy attributes to variables for each of them. I used the command "Control Variables"
In this case for:
enemy ID #5 Current HP -->...
Good morning,
I am currently creating a "shield bash" skill, and I would like to have the condition where if the user has a larger % of HP than the target enemy, they are able to deal damage as AND add a "stun" state to the enemy. HOWEVER, if the user does not have a larger % of HP than the...
Hello!
So, I've been developing games with quite complicated database.
I've come to a problem, actually.
I made a skill with inflicting state to enemy after attack, so I use this formula.
b.addState(x); (a.atk * 4 - b.def * 2) * 2
But I want one of the skill has chance to inflict the state to...
I have recently gone back to playing around with VX Ace and ran into a little problem with the script mentioned in the title.
I have created stats for weapons that increase the damage of, for example, thrusting and slicing abilities (named shrp for "sharp" and thrs for "thrust").
I have also...
I have a skill which I have used for 9 hours of game play. The formula looks like this.
if $game_player.region_id == 40;
if b.state?(23); b.add_debuff(6, 3); end;
base[20] + 4*a.level + a.mat*4 - b.mdf*1.5;
else;
base[20] + 4*a.level + a.mat*3 - b.mdf*1.5;
end
Now, however, I want to include...
Hi!
I'm having a bit of difficulty with a particular damage formula, and my searches didn't helped a bit.
I have two kinds of weapons in my game: pure physical weapons and enchanted (elemental) weapons.
When the user attacks with a pure physical weapon (command Attack), it's the default...
Scriptlets V1.1.2
Pivoo
Introduction
Hello! I am Pivoo and I guess its about time to release my first plugin to the world!
This is Scriptlets. It is a database of Script Calls in a similar vain of how Common Events work. it was created to be able to shrink down and organize code that sometimes...
Hello, sorry if this is posted in some way incorrectly. I'm new here, so I apologise if this question has already been answered over and over. I also apologise for the confusing thread name, I couldn't think of a better alternative wording.
I'm trying to make a skill that takes 100% of the...
I know how to check if a state is present, and if it is, to add another state e.g.
if b.state?(29); then; b.add_state(49); end;
and had thought that the same structure would apply for checking if a debuff is present, and if it is, then adding another one, lasting 6 turns. So I have
if...
So, I have a bit of a design problem. It hasn't become a huge problem yet, but I anticipate that it might become one, and in that event I'd like to have a solution made up ahead of time.
Part 1: Damage Formulas. I'm using simple ratio damage formulas. They tend to take the form (a/b) * c, were a...
Please note:
A discussion has already been started about different things you can do with these formulas so please direct those comments and question to the appropriate thread.
https://forums.rpgmakerweb.com/index.php?threads/rmmv-damage-formula-ideas-and-help.47099/
A link to the list of...
I need a damage formula which is far too long to fit in the damage formula box so I've been trying to concoct a custom damage snippet for the script editor. So far it's been a disaster. I need a formula which can check if either of these 2 if/else are true, and run either of them if only one...
Hello,
I would like to have weapons in RMMV that modify the damage formula of skills.
Like ultimate weapons in FF VII, Cloud’s sword damage formula is different depending on his current hp condition.
I am not sure if what I need is just a proper syntax to type in my formula or really a...
So I'm using the damage formula a.atk - b.def * 1.32 which is working fine for my characters but when the enemies attack, they're hitting 0 damage every time and I cannot for the life of me work out why! I've calculated all the numbers in the formula to check they work and they always work as...
so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most.
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
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