Yeah using custom formulas for the skills is the way to go if you are using VX or VXAce. It's amazing what you can do in the skill formula box
This is true... For example...
Put this in skill formula box...
a.my_awesome_skill(a,Then add this cheeky little snippet in a script page...
# Opens Classclass Game_Battler # Defines custom skill formula def my_awesome_skill(a, # Get attack value atk_val = (a.atk + a.mat * 5) / 2 # Get defence value def_val = (b.def + b.mdf * 5) / 2 # Get total value tot_val = atk_val * (def_val / 2) * a.hp_rate # Take all attacker hp if rand > 0.5 (50% randomness) if (rand >= 0.5) a.hp -= a.hp end # Take all attackers mp if damage was 0 or negative if (tot_val <= 0) a.mp -= a.mp end # Add State 5 To attacker if its hp rate is greater than enemies if (a.hp_rate > b.hp_rate) a.add_state(5) else # Add the same state to the enemy if not b.add_state(5) end # End Custom Skill Formula and return damage value return tot_val end # End ClassendHave fun with that
Keep in mind though, all these modifications take place way before the total damage value is determined as the formula is only the first part of the overall process.