Hi all. I'm using Yanfly's enhanced TP plugin, but would like some formulas to *deduct* rather than *add*.
Here is the default formula. How do I take the number that is produced from this, and make it a subtraction rather than an addition?
Additionally, every move adds a surplus of 10TP for...
I have a formula in my game that adds a state. (a.add_state(10); a.atk * 35 - b.def * 2)
The problem is the state only applies when the attack hits.
Is there any way to make it apply regardless of hitting or not?
Does using the <parameter plus: x> work in battle, as a skill ?
Say I have the basic formula of a.atk - b.def
I put the plus tags in the skill's notes for it to add a +5 atk boost
I use the skill
But it only uses the basic value from actors/equipment
Doesn't include the skill's added +5 atk...
I am unsure if this is the correct place to post this enquiry, sorry if its not.
I want skills to be able to deal both attack damage and magic attack damage rather than just one or the other, however I do not know how to implement this properly.
How would I combine these - (a.atk * x - b.def...
Hi, I'm using Archeia's Press Turn Battle System and I want to set up certain states that go away after a character's next action. For example, a state that guarantees a critical hit and disappears after that attack. I would use the normal database settings, but it doesn't work for enemies with...
I am making a custom exp Formula for my game using yanflies custom enemy paramters and level plugin. I want to implement the formula but when I test it with a level 5 enemy the enemy gives me 74 exp (instead of something over 140).
Any ideas what could be wrong? The " ^ " doesn´t...
Using Yanfly's Battle Core, it let's you play around with the default positioning formula for the party members as a group, within battles. One issue I'm running into however, is that if the party is full, they settings are perfect. However, with just one or two members in the party, it looks...
I'm back again with another unusual and very specific request. I'm looking for assistance with a battle mechanic.
This time, I'm looking to make an attack have increased damage or cause multiple values of damage for each stack of a particular state. Ideally, I'd prefer the multiple...
So the formula I'm trying to work is like this: if enemy has Bleed: deal +20% damage, otherwise, inflict Bleed (on top of regular attack damage). I had a similar formula somewhere in my MV game, but copying it over to MZ and editing the details leaves the skill doing no damage, and not...
2 question in one
need help on this creating the formula RNG.
I wanna create an item that can cure any state debuff, but can only 1 state.
so for example: actor have 3 debuff states: poison, confuse, and blind. with the item, it will cure one of the states random.
the problem is how...
Hi, RPGMaker Forums!
I've recently tried to create a system that would increase the attack damage of a skill an enemy uses depending on the percentage of the enemy's health that was lost in the last turn. Unfortunately, my system causes crashes, and I'm wondering how I could go about doing this...
First of all, sorry for broken english, I'll try to make as less gramatical errors as possible.
I'm working on a skill, but I'm not even sure I can manage to do it with skill formulas.
This spell, let's call it "Arcane Shock", deals damage depending on specific states ("Arcane Stain")...
It'd be SO, SO useful to have the ability to have dynamic formulas in messages.
For example, you have the item Potion that heals '\v + 5' HP.
or a Mana Potion that restores 'a.mat * 2' MP
I can't believe nobody has made a 'formula in messages' or 'formula in descriptions' plugin yet.
So I was working on my game and finally got done finishing developing chapter 1, but then when I started playtesting I realized that I made my game FAR too hard for all the wrong reasons. Attacks either do far too little or far too much damage. I want the damage in chapter 1 to be 75-100 damage...
I would like to make a skill that increase the damage depending on how many allies are dead in the party.
I am realy not good at formules and i tried to look if there is a possibility to count how many allies are dead, but i didn't found.
Is there a formule or a way with Yanfly...
For the sake of an example, let's say I've set up an attack skill that enemies will use on the player's characters, and it always deals 300 damage no matter what.
No variance, no critical hit chance, no added states, perfect accuracy, etc.
Is there a plugin or something I can put in the...
We all know too well the basic damage formula of (a.atk *4 - b.def *2). I know there are a lot of different posts with others talking about the different types of damage formulas they use in their games, some simple, some super complex. However, rarely have we seen a damage formula...
bringing you my very first tutorial! This tutorial highlights how I use Yanfly's Weapon Unleash Plugin (which is a paid plugin), as well as a custom function added through a small plugin, to replace the standard attack skill with a modified attack skill...
I've posted the information below about my stats, I don't know why but when I test battles my characters are taking no damage and dishing out a LOT of damage, over 250 of damage, which I don't think should be possible considering the low stats and how the formula is still default. When I do the...
Damage Formula Extension 2017/01/28
Creator name: Triacontane
More functions that can be used for damage formula calculation.
How to Use
Input function for skill damage formula in database. Example(a.plus_atk), (b.plus_def)
Formula functions list:
I now have an idea of how to approach my IGMC entry for this year's theme, as well as a working title (TBA). Given the limited time I can spare, I'm going with a game design that doesn't require a battle system. Something that could be expanded if I want to make it a longer game, but can probably be played through within 2 hours (the goal for now), at least on a speed run.
In last 5 years, I have bought 4 MSI computer components and had issues with all 4 of them. With two of them these issues were so huge the board was quite unusable. I think it's safe to day it's my last MSI product purchase.