Using the damage formula, I'm able to script conditionals for applying states and other non damage effects. However, if I have a
situation where a state can't apply, the damage formula defaults to Zero damage. How can I skip the damage effect (numbers and hit effect) and display a miss...
I want to have a skill which damages both HP and MP.
What I have tried so far is to set the skill to HP Damage and then have this damage formula
b.result.mp_damage = (10 +a.mat - b.mdf); 120 + a.mat * 2 - b.mdf
What seems to happen is that HP damage is done, but MP is added to the target...
Hello. I've been tinkering with this skill idea for a while and am not sure if it's possible just using the damage formula or a script. It would be nice if I could use a damage formula but if there's a script that can help with this, I'm all ears.
Alright, so it's basically this -
Skill...
hi im using lunatic mode for yanfly's skill core and trying to make two skills called "Payday" and "Payback".. But im doing zero damage even if i have 100,000 gold.
heres the code im using give me some tips on how to fix it plz thank you.
Payday
<Pre-Damage Eval>
dmg =...
hi, im trying to figure out how to use $gameParty in damage formula. but i dont think you can use it since its a script call. what im trying to do is reference party and do lots of interesting things with the damage formula, like addState(x) or addBuff(x,y) or addDebuff(x,y). but i dont know if...
Hey everyone,
I have a question about managing skill formulae. For my game, I'd like to tie many skills to the same basic formula, and have each skill modify that base damage with a skill power variable, kind of like Pokemon does (ex. Fire Blast has a power of around 120, making it stronger...
So quick question:
I know you can use the damage formula box for some pretty advanced and interesting things, such as a skill dealing more or less damage depending if a specific status effect is in place. My question then is: Is there anything in the damage formula box I can use that can...
Hello everyone,
I am looking at creating a skill that deals single target damage based on one damage formula and then aoe damage to all enemies with a different damage formula. What is the best way to achieve this hybrid type of skill?
Hey everyone!
I got something weird going on here... I've created a formula to heal actor's HP based on her MP (its 90% of her current MP to be exact)
So I put this in the formula on the script:
when /customdamage/i
value+= a.mp*9/10
I put the notetag on the skill and set it...
While looking over my old XP games I have found that a lot of ideas for the battle system could be used for my newer games in VX Ace (no need to reinvent the wheel). My question is simple; will I be able to import my damage formulas wholesale from XP to Ace or is there some difference between...
So I'm looking at creating a Dungeons and Dragons (5th Edition) inspired game, extending to randomly generated numbers based on dice rolls. Now when I say I know VERY basic Javascript, I say that in the context of knowing a few terms that I've looked up specifically for this project. After...
Hello, I have a question, you'll see, I have been working in a certain formula
class Game_Battler < Game_BattlerBase
def hp_regen(a, b)
x0 = ([30000, b.mhp].min) / 16.0
dmg = x0 + b.luk
variance = Random.new
low = 0.87
high = 0.99
dmg *= variance.rand(low..high)...
Lower Power vs High Power Games.
Is it more satisfying to see 13 damage fly across the screen, or 1300 fly across the screen? Its a concept I'm struggling with so I think having a discussion on it would help, not only me, but others who are having the same dilemma. Lets start with some...
Hiya. When one uses a damage formula that has something like "a.add_state" or "b.remove_state" in it, that state's messages are not displayed in the battle log during battle. I absolutely need those messages to display, so I am requesting a script.
If you were to inflict Poison through a...
Hiya! I'm trying to create custom messages in the battle log using the damage formula. The way I'm trying now is through having the formula use an empty skill with a message. I've looked in many places, but I don't see how to use the damage formula to either use a skill or at least to force an...
Hiya! I have a lot of issues with the limitations of the database. Not being able to set Ex-Parameters such as CRI on Skills is one example. However, I feel like I could defeat a lot of the limitations if I wasn't limited to 100 characters in the damage formula input.
I believe RPG Maker...
Hiya. I'm creating a simple community engine so that people can create Pokémon JRPGs in which you play as Pokémon instead of trainers. I've gotten most of the skills down, but for some reason I don't seem to do damage to enemies in testing.
Here is the damage formula according to Bulbapedia...
Hello, I am having a difficult time trying to figure out how to play an animation if my attack does 0 damage.
For example: if the actor attacks and does 0 damage to the enemy I'd like a shield animation to play on the enemy to show that he blocked it. I have it set now so that a message says...
I am trying to create a skill that deals more damage the lower a stat is. I will use speed as my example.
Currently I have created a formula in the damage section but it does not work. I will explain more after you see the formula:
(-a.agi) + 100 * 14
Now the problem here is the...
Here's a fun one.
Attempting to create a skill that reads "Drain all MP. Deal damage to all enemies based on MP drained". Basically, use all MP, the more MP used, the more damage dealt.
Here's what I have so far:
dam=(a.mat - b.mdf) * (a.mp / 4);
a.mp=0; dmg;
The formula does...
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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