RMMV Help, I need to set the minimum damage to 1

STARFALL

STARFALL
Veteran
Joined
Jul 6, 2020
Messages
67
Reaction score
9
First Language
spanish
Primarily Uses
RMMV
How could I make the minimum damage of all skils of my game to be 1.
 

Tiamat-86

old jrpg gamer
Veteran
Joined
Dec 5, 2017
Messages
540
Reaction score
219
First Language
english
Primarily Uses
RMMV
you could make every skill do an "if" check to see if would do damage or not.
MV formulas dont have a limit on the size so easy to do. (unlike VX which has a limit to formula size)
formulaA > 1 ? formulaA : 1
 

STARFALL

STARFALL
Veteran
Joined
Jul 6, 2020
Messages
67
Reaction score
9
First Language
spanish
Primarily Uses
RMMV
you could make every skill do an "if" check to see if would do damage or not.
MV formulas dont have a limit on the size so easy to do. (unlike VX which has a limit to formula size)
formulaA > 1 ? formulaA : 1
I'll be honest with you, I don't know how to implement that, if you could give me an example, I'd appreciate it,
 

41728280

Veteran
Veteran
Joined
May 31, 2020
Messages
239
Reaction score
72
First Language
Chinese
Primarily Uses
RMMV
+1 at the end of the damage formula
 

STARFALL

STARFALL
Veteran
Joined
Jul 6, 2020
Messages
67
Reaction score
9
First Language
spanish
Primarily Uses
RMMV
value = Math.floor(ArcanePotencial) +1;

do you think that's okay?
 

41728280

Veteran
Veteran
Joined
May 31, 2020
Messages
239
Reaction score
72
First Language
Chinese
Primarily Uses
RMMV
Don't know, i won't be that complicated
I just changed the damage formula to (a.atk * 4-b.def * 2) + 1
This format
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,604
Reaction score
5,071
First Language
English
Primarily Uses
RMVXA
All of these will work but only if you want the minimum damage to be 1 before things like elemental weaknesses/resistances, physical/magical damage rates, critical hit multipliers, etc. are applied.

If you want it applied afterwards, you'd need a plugin or at least a little "scriptlet". You'd probably want to apply it after damage is calculated but right before damage is actually applied to a battler's HP.
 

Tiamat-86

old jrpg gamer
Veteran
Joined
Dec 5, 2017
Messages
540
Reaction score
219
First Language
english
Primarily Uses
RMMV
1 note for all of these suggestions (including my own) and only realize this after reading wave's comment.
these will completely negate any kind of damage changed into healing.
like when using <absorb element: fire> from plugins

edit: almost all
+1 at the end of the damage formula
this 1 would still work with absorb element plugins
 

STARFALL

STARFALL
Veteran
Joined
Jul 6, 2020
Messages
67
Reaction score
9
First Language
spanish
Primarily Uses
RMMV
Alright guys, I already found a solution using '' if '' as suggested by @Tiamat-86 and it worked.
This was my solution
var ArcanePotencial = ( user._criticalCount * 0.5) * ( user.mat * 3) - ( target.mdf * 2); if (ArcanePotencial < 1){ var ArcanePotencial = 1; } "

I'm not very knowledgeable about Js, mine was always the visual part of the games and this is the first time that I am making a game by myself, so I appreciate all your opinions and advice.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Realizing my earlier maps are an abomination against all things, I'm doing a bit of a remake. Tell me if you can see the difference. :LZSwink:



And the horrific before pics...

Last part of OcRam Obfuscator sneek peaks!
YES! officially released my games soundtrack on Itunes, Spotify, and Amazon..... kinda cool!

Another old age version of Reid. Trying out different style.

Forum statistics

Threads
105,597
Messages
1,014,895
Members
137,266
Latest member
Bradzackyle
Top