Please note: A discussion has already been started about different things you can do with these formulas so please direct those comments and question to the appropriate thread. https://forums.rpgmakerweb.com/index.php?threads/rmmv-damage-formula-ideas-and-help.47099/ A link to the list of script equivalents of event commands https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mv-script-call-list.46456/ Damage Formulas 101 MV Edition You probably wondered how to make a skill do more damage against enemies with a state, or heal more if player has a state, or deal exactly half of enemy's HP. And so on. All of that and more can be done through custom damage formula. Basics: Type - sets what does the formula damage or heal. None - Nothing, no damage will be dealt. HP Damage - HP will be damaged MP Damage - MP will be damaged HP Recover - HP will be restored MP Recover - MP will be restored HP Drain - Deals damage to enemy HP and restores that much HP for attacker MP Drain - Deals damage to enemy MP and restores that much MP for attacker Element - Sets which element to use. Normal attack - means will use same element as weapon. Variance - How will damage fluctuate. E.g. If skill formula says it deals 100 damage and variance is 20%, the skill will deal between 80 and 120 damage. Critical - Can skill critically hit, dealing increased damage by 300%. And now, the actual fun part - formulas! It decides how much damage will opponent take or ally will heal. Let's dissect one of basic formulas that come with RPG Maker MV - Fire 100 + a.mat * 2 - b.mdf * 2 What do things like a and b mean? a - attacker b - defender So if Actor Glasses were to cast Fire on a Slime. a would be Glasses and b would be Slime. Meaning the takes double of Glasses mat (Magic Attack) parameter and subtracts double of Slime's mdf (Magic Defense) parameter and adds that to the 100 in the beginning ofthe formula. E.g. Glasses has 100 mat and Slime has 20 mdf. If we were to convert fomula using those numbers, we'd have - 100 + 100*2 - 20*2, after calculation we see with those parameters Fire would deal 260 damage if there were no variance. But only last number in the formula deals damage. If you had 2 lines of formula. (semicolon ; tells where line ends for the program) E.g. a.atk; a.atk*2 Only a.atk*2 would be calculated for damage. Are there more letters other than a and b for the formulas? Yes. There are variables. Which are used like this: v[ID]. ID - index of the variable. So you could have a skill that gets stronger the higher variable is. E.g. v[10] * 2 - b.def * 3 Is there a way to make skill even more complex, e.g. if some variable is over 100, deal extra damage? Yes, in that case we can use if else statements. How if else statement looks: Code: Code (Text): if (statement) { formula1; } else { formula2; } But how to write it to the damage formula? It only has 1 line! Just write everything together~ Code (Text): if (statement) { formula1; } else { formula2; } E.g.: Code (Text): if (v[10] > 100) { a.atk*4 - b.def*2 } else { a.atk*2 - b.def*2 } Which can be shortened to this if you're using only 1 line of formula. Code (Text): if (statement) formula1; else formula2; E.g.: Code (Text): if (v[10] > 100) a.atk*4 - b.def*2; else a.atk*2 - b.def*2; And you can shorten it even further using ternary operator (my favorite one): statement ? formula1 : formula2; E.g.: Code (Text): v[10] > 100 ? a.atk*4 - b.def*2 : a.atk*2 - b.def*2; Symbols for statements: > - more than < - less than >= more than or equal to <= less than or equal to === equal to && and || or !== not equal ! not Examples: v[10] > 100 ? 1000 : 100; (If variable 10 is more than 100, it'll deal 1000 damage, else it'll only deal 100) v[10] < 100 ? 1000 : 100; (If variable 10 is less than 100, it'll deal 1000 damage, else, it'll only deal 100) v[10] >== 100 ? 1000 : 100; (If variable is 100 or more, it'll deal 1000 damage, else it'll only deal 100) v[10] <== 100 ? 1000 : 100; (If variable is 100 or less, it'll deal 1000 damage, else it'll only deal 100) v[10] === 100 ? 1000: 100; (If variable is equal to 100, it'll deal 1000 damage, else it'll only deal 100) v[10] > 50 && v[11] >== 25 ? 1000 : 100; (If variable 10 is more than 50 and variable 11 is 25 or more, it'll deal 1000 damage, else it'll only deal 100) v[10] > 50 || v[11] > 50 ? 1000 : 100; (If variable 10 is more than 50 or variable 11 is more than 50 then it'll deal 1000 damage, it'll only deal 100) v[10] !== 100 ? 1000 : 100; (If variable 10 is not equal to 100, it'll deal 1000 damage else it'll only deal 100) What about parameters to use for a and b? Here's a whole list of them: Current: (All flat numbers, e.g.: 900, 999, 11) level - current level (Actor only by default) hp - current hp mp - current mp tp - current tp Params: (All flat numbers, e.g.: 1337, 7331, 156) mhp - max hp mmp - max MP atk - attack def - defence mat - magic attack mdf - magic defence agi - agility luk - luck XParams: (All decimal numbers symbolizing percent, e.g. 1.0, 0.5, 0.75, 2.44 would be 100%, 50%, 75%, 244%) hit - Hit rate eva - Evasion rate cri - Critical rate cev - Critical evasion rate mev - Magic evasion rate mrf - Magic reflection rate cnt - Counter attack rate hrg - HP regeneration rate mrg - MP regeneration rate trg - TP regeneration rate SParamsAll decimal numbers symbolizing percent, e.g. 1.0, 0.5, 0.75, 2.44 would be 100%, 50%, 75%, 244%) tgr - Target Rate grd - Guard effect rate rec - Recovery effect rate pha - Pharmacology mcr - MP Cost rate tcr - TP Charge rate pdr - Physical damage rate mdr - Magical damage rate fdr - Floor damage rate exr - Experience rate How about changing HP/MP/TP? gainHp(value) - restores HP by value gainMp(value) - restores MP by value gainTp(value) - restores TP by value setHp(hp) - sets HP to value setMp(mp) - sets MP to value setTp(tp) - sets TP to value E.g. a.setHp(a.mhp) E.g. a.setHp(a.hp + 100) clearTp() - sets TP to 0 What about advanced stuff where you can influence formulas with states? We got all that! isStateAffected(stateId) - checks if battler has state inflicted to them. E.g. b.isStateAffected(10) ? 10000 : 1; isDeathStateAffected() - checks if battler has death state inflicted to them. E.g. b.isDeathStateAffected() ? 10000 : 1; resetStateCounts(stateId) - refreshes how long state will last for the battler if (b.isStateAffected(10)) b.resetStateCounts(10); 100 updateStateTurns() - shortens all states on battler by 1 turn b.updateStateTurns(); 100 addState(stateId) - adds state to the battler if (!b.isStateAffected(10)) b.addState(10); 100 isStateAddable(stateId) - checks if state can be added to the battler c=100; if (b.isStateAddable(10)) b.addState(10); else c=4000; c removeState(stateId) - removes state from the battler if (a.isStateAffected(10)) a.removeState(10); 0 What about buffs? Can we buff and debuff battlers? Yes! addBuff(paramId, turns) - adds a buff for a parameter a.addBuff(0, 3); b.def*10 addDebuff(paramId, turns) - adds a debuff for a parameter b.addDebuff(2, 10); 9999 removeBuff(paramId) - removes a buff or debuff from a battler removeAllBuffs() - removes all buffs and debuffs from a battler Parameter IDs 0 - Max HP 1 - Max MP 2 - Attack 3 - Defence 4 - Magic Attack 5 - Magic Defence 6 - Agility 7 - Luck General Battler Stuff die() - kills the battler b.die(); 0 revive() - revives the battler a.revive(); 1000 paramBase(paramId) - gets base parameter a.paramBase(3)*10 - b.def*2 paramPlus(paramId) - gets the bonus of parameter a.paramPlus(3)*2 - b.def*2 paramMax(paramId) - gets max possible value of parameter b.paramMax(0) elementRate(elementId) - checks element rate of the battler (rate being decimal numbers representing %) b.elementRate(10) >== 0.5 ? 10000 : a.mat*4; isStateResist(stateId) - checks whether the battler resists state c=0; b.isStateResist(10) ? c+=2000 : b.addState(10); c isSkillTypeSealed(stypeId) - checks if battler's skill type is sealed isSkillSealed(skillId) - checks if battler's skill is sealed isEquipTypeSealed(etypeId) - checks if battler's equip type is sealed isDualWield() - checks if battler can dual wield isGuard() - checks if battler is guarding recoverAll() - removes all states, restores HP and MP to max hpRate() - checks HP rate of battler mpRate() - checks MP rate of battler tpRate() - checks TP rate of battler b.hpRate() < 0.5 ? b.hp-1 : 100; isActor() - checks if battler is actor isEnemy() - checks if battler is enemy escape() - escapes from battle b.escape() (makes enemy run away) consumeItem(item) - eat up an item a.consumeItem($dataItems[15]); 100 For actor only: currentExp() - current EXP currentLevelExp() - EXP needed for current level nextLevelExp() - EXP needed for next level nextRequiredExp() - EXP left until next level maxLevel() - max level of actor isMaxlevel() - is actor max level (true/false) hasWeapon() - is actor wielding a weapon (true/false) hasArmor() - is actor wearing any armor (true/false) clearEquipments() - unequip everything actor is wearing isClass(gameClass) - checks if actor is of a class (gameClass - $dataClasses[ID]) hasNoWeapons() - checks if actor doesn't have any weapons levelUp() - levels actor up levelDown() - level actor down gainExp(exp) - gives actor exp learnSkill(skillId) - makes actor learn a skill forgetSkill(skillId) - makes actor forget a skill isLearnedSkill(skillId) - checks if actor has a skill learned actorId() - returns Actor's ID For enemy only: enemyId() - returns Enemy's ID What about Math? Can we use Math methods inside the formula? Yup, you totally can. Math.random() - returns a random number between 0 and 1 (0 <= n < 1) Math.min(numbers) - returns a minimum number from provided numbers. E.g. Math.min(10, 50, 40, 200) - would return 10. Math.max(numbers) - returns a maximum number from provided numbers. E.g. Math.max(10, 50, 40, 200) - would return 200. Math.round(number) - rounds a number to nearest integer. Math.ceil(number) - rounds the number up to nearest integer. Math.floor(number) - rounds the number down to nearest integer. Math.rand() returns a number between 0 and 1, but can we get a random number between 1 and 100? Or 5 and 200? No problem: Math.floor(Math.random()*100)+1 ^ That would return a number between 1 and 100. If we didn't add 1 at the end, it'd only return a number between 0 and 99. But that's a lot of text? Could we simplify somehow? Thankfully, there's a method in rpg_core.js that adds Math.randomInt(max); So we can write the same using: Math.randomInt(100)+1

Wow. Don't know what to say. It's ... Very complete ... How much time did you make to list every formula '-' ? 48 days ? anyways, it can be helpfull. Like , REALLY.

Is it possible to use the combined stats of the entire party, or even other characters besides the user (a) and target (b)? Like a special ability that adds up the attack stat of the entire party. I tried to use party.atk but that does not work. Would i have to use actor.id somehow to call on one their stats, or maybe use a variable? Or is this just impossible to do.

Let me ask this question... What do you think of using yanfly's armor scaling instead of - formulas? I have a fairly balanced system but there are instances where armor scaling balances it better... Does anyone have experience with the armor scaling?

how to set the results of damage formula in battle skill help window description? -> solved you can let your damage fomula written into skill description by using https://forums.rpgmakerweb.com/index.php?threads/formulas-in-skill-descriptions.86488/

Based on that format - "statement ? formula1 : formula2;" i made this formula: b.isEnemy() && b.isDead() ? b.exp() / a.level : b.result().hpDamage * 1; So, see if i'm right: b is an enemy and be is dead ? If yes, so it will be given the base xp / for the user level. If not, it will give the damage dealt on the enemy * 1. If i want to give the exp only for the actor who performed the action?