For formulas and conditions, say having it so that if a damage formula with modifiers included exceeds a certain damage, there's a chance of stunning the target, among other things, there are two modifiers from 2 scripts that I don't know how to find for formulas.
I'm looking for something like...
I'm trying to make a skill work in a certain manner using the Formula box in the skill Database. I want to make the character attack and deal damage based on a formula, and then follow it up with a skill depending on a condition.
First however, I simply wanted to see if I can have the character...
I've searched the forums and tried to mess around with the script but couldn't really come up with a way to do the following:
A formula that gives 100% hit or 100% miss on an enemy, based on the AGI paramater; if the enemy ( B ) has double or more AGI than the actor (A) the actor's attack would...
I'm trying to make this basic attack formula work, but it keeps inflicting an insane amount of damage instead. I have the formula like this in RPG maker: a.atk * (100 / 100 + b.def)
If the user's ATK was 30, and the enemies defense was 20, the enemy would take 25 damage.
30 * (100 / 100 + 20)...
I'm trying to make it so that variable 1 equals the sum of all member's LUK and
variable 2 equals the average of all member's luck.
I do not how to use the inject method or whatnot.
I remember seeing
def agi return 1 if members.size == 0 members.inject(0) {|r, member| r +=...
I'm trying to make it so that the weight of the two participants affects the damage formulas of given attacks.
{I can use a custom damage formula script for the 100 line limit. I just need help with the formula part}
I have the stat of Weight.
Let's call it wgt {although this could be tested...
Overview
This script provides the ability to run RGSS3 methods/formulas during the
level up and down
These can be used for:
global/actors/classes/weapons/armors/states
Global - affects all level up/down
Actors - affects all level up/down by the actor
Classes - affects all level...
So, I want to create a custom statuses (looks like 8 doesn't enough for me :P ).
I already know how to set them up. But I came across several problem that can be solved if these question answered.
How does RMXP generate the Parameter Curve in the database?
Does anyone know the formula...
Hello!
So I've been working on my damage formula and have come across a problem...
This is a bit complicated so I'll do my best to describe the situation.
I have made a custom formula for Attack.
Using the formula,
My character attacks the enemy and deals 100 damage for example.
But in my...
Hello!!
So,I've been trying to create a custom formula for the basic Attack skill.
I've managed to make the extra parameter I needed for the formula (Weapon Atk) using a script I found on this site.
The formula I want to create is this: (x.stat.str is the custom parameter)
Base= a.xstat.str...
Not sure if VX Ace forum is the right area for this, but I'm using the VX Ace engine, so I'll try here first.
I'm trying to design a skill that has a successively greater chance to insta-kill the target the further below 50%MHP they are. The formula I have so far is this:
Theoretically, the...
1st of all, sorry for my bad english
and 2nd i hope i post on the right part of the forum
Hey guys i need help on formulating some formula. i have the concept of the formula but i dont know how to implement
~Concept 01. Target:ENEMY ---skill name: ????
if actor 'X' is in the party then
...
Hey everyone,
i've got a problem with the cost of one of my skill, and so you know, I'm using the Yanfly Skill Cost Manager (http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-cost-manager/)
So here's the problem: I want my skill to cost both mana and hp but I want those cost to...
Hi everyone,
So here's the problem, I tried to make a skill that will use the current hp of the character who attack as a bonus percentage to his "normal attack" which goes like this:
(1+ (a.hp / a.mhp)) * 2 * a.atk -b.def
If a.hp = 50; a.mhp = 100; a.atk = 100; b.def = 4; the answer should...
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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