BCj

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Seems to work, but still attacks the enemies one by one. And I don't want that :(
 

Eliwan

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Seems to work, but still attacks the enemies one by one. And I don't want that :(

What do you want it to do, exactly?


I think what you're asking for is a system that displays the damage popup on each enemy at the same time-- and I don't know if there's any way to do that, all of the scripts I've seen on the subject do not completely remove the delay between each unit.
 

BCj

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Isn't it possible to have like a massive AOE attack (something like comet) that damages all targets at once?
I want all my targets to be damaged at once.
I mean, now he goes from enemy to enemy portraying the skill, it's taking an age..
 

Zurea

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Isn't it possible to have like a massive AOE attack (something like comet) that damages all targets at once?
I want all my targets to be damaged at once.
I mean, now he goes from enemy to enemy portraying the skill, it's taking an age..



Yanfly has a plugin to fix that actually.
 

BCj

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Yanfly has a plugin to fix that actually.

Could you tell me which? I have a lot of his plugins already but maybe I missed this one.
 

Zurea

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I'll have to find it again myself, its in the Battle Plugins section (sadly also the largest section) give me a second and I'll get the link for you
 

BCj

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Hmm I have that script. I don't understand what I'm doing wrong then..
It's not the battle symphony addon because I turned my sequence off ad it still acts the same way.
 

Zurea

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Hmm I have that script. I don't understand what I'm doing wrong then..
It's not the battle symphony addon because I turned my sequence off ad it still acts the same way.



I'll do some testing (haven't made a skill that hits multiple times yet) and send you a PM when I figure out what's going on, cause I haven't messed with any of the stats on Yanfly's Battle Engine, so its still on the defaults.
 

Another Fen

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Isn't it possible to have like a massive AOE attack (something like comet) that damages all targets at once?



I don't think there is an option for this in Yanflys Ace Battle Engine by default. You could try to redefine one of its methods to remove the delay after each hit:



class Scene_Battle
 
  def perform_collapse_check(target)
    return if YEA::BATTLE::MSG_ADDED_STATES
    target.perform_collapse_effect if target.can_collapse?
    #@log_window.wait
    #@log_window.wait_for_effect

  end
end



This should remove the delay between all hits from all attacks though, not only your comet.


That's assuming you are using the Ace Battle Engine. I don't really know how the MV handles things.
 
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Doctor Script

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I have a bit of an odd question.


My combat system is very event and variable heavy. My current damage formula is:


if b.state?(12)? if a.att + a.str + v[17] >= 10 + b.agi + b.def : 0 ; v[18] - b.mdf -b.luk


Basically, I am using a target state so the player can still choose who they are hitting or targeting, while using 3 six sided dice to calculate damage and hitting. The stats of the player are largely revamped in this system. It's not operating in testing and I'm not sure why. The common event forces a skill that targets all combatants, but should only damage the one that the player attacked. Am I doing something wrong here?
 

Oddball

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would ((a.atk - a.tp*3)) * ((a.atk - a.param_base(2))) / b.def work for a skill to do damage based on the atk increase from the weapon?
 
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Kes

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Merging this into the thread "How to make the most of custom formulae Part I


This is a straightforward Support type question, not a discussion of principles of game making.
 

Kes

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What I am trying to do:


If the enemy is state (x) inflicted then add DEF debuff AND inflict damage.


The first part of the formula is straightforward


b.state?(x)? b.add_debuff(3);


However, no matter how I juggle colons and semi-colons or the use of 'end', something always goes wrong.  I know that I could do this via a common event + forced action, but I really want to avoid using a CE unless I absolutely have to.


Can someone supply the syntax for ensuring that damage occurs whether state (x) is present or not?


Thanks very much.


EDIT


I've now solved this.  In case anyone else needs to know, the formula is like this - state #21 is not the default state #21


if b.state?(21); b.add_debuff(3, 5); end; a.mat * 3 - b.mdf * 1.5
 
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How to make a potion not to heal a mech type character?
 

Engr. Adiktuzmiko

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if you use the damage formula, then you could just check if it's a mech character (if it's only one in your game then you can just check if b == $game_actors[ID of mech]) so it will be like


b == $game_actors[ID of mech] ? 0 : your heal formula


now if you use the Effects box to heal HP then you should ask this on a different thread. 


Also this thread is for Ace, your profile says ur using mainly MV so I wanna make sure if ur trying this on Ace or MV.
 
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if you use the damage formula, then you could just check if it's a mech character (if it's only one in your game then you can just check if b == $game_actors[ID of mech]) so it will be like


b == $game_actors[ID of mech] ? 0 : your heal formula


now if you use the Effects box to heal HP then you should ask this on a different thread. 


Also this thread is for Ace, your profile says ur using mainly MV so I wanna make sure if ur trying this on Ace or MV.

 i cant seem to find something like this in MV thread so im trying my luck here.. anyways will the formula work on MV or just ace alone? do you know what formula to be used in mv? i have a mech class type.. and i have like 2-3 mech characters..
 

Kes

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@iamkyleramirez You could do this in the formula bar of your potion.


For the sake of this example, let us say that the actor id for the tech character is 4 and that the potion heals 100HP


b.id == 4 ? 0 : 100


Just change the actor id and the amount to suit your needs.
 

Engr. Adiktuzmiko

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If for MV, it should be b.actorId() == value.


if it's a class, you can try


b.classId() I guess
 

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