Thornton

Villager
Member
Joined
Jul 17, 2015
Messages
7
Reaction score
1
First Language
English
Primarily Uses
RMMV
Hi all, I hope this is the correct forum for this question.

1) I'm trying to make a damage ability that has its damage decreased by 10% for every alive enemy.

I saw this code that can probably help achieve the effect:
$gameTroop.aliveMembers().length

But I'm not sure how to use this in the damage formula to achieve what I'm looking for (if it's even the correct code to use).

2) How could I achieve the same effect as above, but for allies?

Thanks.
 

Palin

Veteran
Veteran
Joined
Mar 17, 2016
Messages
80
Reaction score
37
First Language
English
Primarily Uses
N/A
The code you listed will return the number of alive enemies. You can use it directly in a damage formula. For instance, if all you had in the damage formula was: $gameTroop.aliveMembers().length - then you'd be doing damage equal to the number of enemies (before defense, etc..)

For actors you'd use $gameParty.aliveMembers().length
 

Thornton

Villager
Member
Joined
Jul 17, 2015
Messages
7
Reaction score
1
First Language
English
Primarily Uses
RMMV
The code you listed will return the number of alive enemies. You can use it directly in a damage formula. For instance, if all you had in the damage formula was: $gameTroop.aliveMembers().length - then you'd be doing damage equal to the number of enemies (before defense, etc..)

For actors you'd use $gameParty.aliveMembers().length

Thanks for confirming and providing the allied version. Glad to hear there's no magic math behind the scenes.

For anyone interested, I managed to figure out how to achieve the effect I wanted in the original post:
(<damage formula>) - (((<damage formula>) * ($gameTroop.aliveMembers().length - 1)) * 0.1)
The "0.1" (10%) represents the penalty. At 8 enemies, there is a 70% reduction to the ability's effectiveness (if it's an AoE, the total net damage would still be higher than hitting a single enemy, however).
If you want the first enemy to be taken into account also for the penalty (for whatever reason), you would simply use:
(<damage formula>) - (((<damage formula>) * ($gameTroop.aliveMembers().length)) * 0.1)
*If you calculate your defense formulas inside the skill formula box, you may need to put it at the end of the above formulas.

And lastly, if you want to use this for healing effects, it would be this:
(<healing formula>) + (((<healing formula>) * ($gameParty.aliveMembers().length - 1)) * 0.1)
This would increase the healing by 10% per alive ally that is (technically) not the user.

Hopefully the formulas gives someone an idea or two on some new abilities.
Anywho, this is solved!
 
Last edited:

Latest Threads

Latest Profile Posts

Worked on a cutscene skip domino effect using Maker Systems' script as the basis. Basically if I have a batch of cutscenes in a row on different maps, now when you skip one cutscene it will skip the entire set. No more spamming X to skip a scene every new map.

Oh and it will work regardless of where you do it from in the set. Convenient!
seems absolutely WILD to me now all the hundreds of hours of work I used to do in 2k(3) over a decade ago with a resolution of 320x240. that seems so insanely TINY now, seemed so normal at the time!
Playing Aroma Indosiar theme song.
Aroma is an Indonesian TV show about cooking. :)
Working on a characteeer! (Why is it so hard to color hair?) ;-;
Silly-Sketches.png
Just finished eventing a couple simple puzzles in RMMV, for my very first game "Sample Quest." Just messing around, throwing things together, and calling it a story XD On a non-RM note, got my hair cut today!

Forum statistics

Threads
115,379
Messages
1,089,393
Members
150,078
Latest member
GThink
Top