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- RMMZ
@ATT_Turan Huge thank you for your time and trouble in sorting out the problem. Much appreciated.
Well, it is and isn't. The way you're asking it is about plugins, and the first post of this thread says it's not about plugins. This should be a new thread in Plugin Requests. However, it can be done without one, it's just not a great solution.Is there a plugin for MZ that changes damage output per weapon? I would like to make this possible in MZ the way that HIME’s Weapon Damage plugin worked for MV. Apologies if this is the wrong thread in which to post this question.
if (a.isActor() && a.weapons().length)
if (a.weapons()[0].id==X)
if (a.isActor() && a.weapons().length) {if (a.weapons()[0].id==1) some_formula; else if (a.weapons()[0].id==2) some_other_formula; ... } else enemy_formula
I don't understand how doing that would limit you to what "die size" is in the Defense stat. But, honestly, I suggest asking for help with a plugin. I'm pretty sure you can do this with VisuStella's Battle Core, there are notetags for different damage calculations.Right now, my workaround is to use @ATT_Turan's custom hit formula plugin serve as a means for Armor Class, have Max MP serve as Armor Class, and relegate the Defense stat to a 'damage die' variable, but this will only work for 1d4-1d12.
It is - appropriately and amusingly? - stepForward()I'm trying to make a small plugin just to disable the "step forward" when a character takes an action in SV battle, but i've only managed to find the function that plays the sprite animation (.requestMotion), so the character remains in their ready pose, but still moves forward and back when it's their turn.
Can someone point me to where i can find the code that initiates that step forward?
Sprite_Actor.prototype.stepForward = function() {};
I'm surprised - I Google "rpg maker mz step forward" and I find several threads. None of them are about disabling the step, but they all reference the name of the function.(The way i've been teaching myself is to just poke around until i find what i need, but that gets a bit confusing sometimes, and googling it has been a bit hard because i don't know the correct term for some stuff.)
I'm surprised - I Google "rpg maker mz step forward" and I find several threads. None of them are about disabling the step, but they all reference the name of the function.
I suggest ignoring the files. That is, just search for stuff in the entire js directory. That way it will come up regardless of which file you think it might be in.Edit: I feel double silly now, because the sprites.js was a file i wouldn't have thought to check. I thought it would be core, or object, or even manager, but sprites?![]()
<JS Pre-Start Action>
note tag that sets the value for m as var m = (my code here to get value)
will that m be usable in a damage formula? Or do I have to set var = m in the damage formula itself always?No. Code inside notetags is executed by another function (eval() ), so nothing you declare inside of it can go back out to a larger scope, unless you declare it globally (which is both poor practice and unnecessary).If I use a...note tag that sets the value for m...will that m be usable in a damage formula?
user.m=whatever;
a.m
Is it possible to make a skill that deals damage to an enemy while healing the caster in the process?
I have Skill Core installed, so that shouldn't be a problem. But I have to ask why is it ill advised to put things such as gainHp in damage formulas?Damage Formulas 101
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...forums.rpgmakerweb.com
But it's better not to put things like gainHp in the damage formula, so the preferred solution would be to use something like Yanfly's Skill Core to execute additional code when you use a skill.
why is it ill advised to put things such as gainHp in damage formulas?
There's that rectangle selection cursor inside Window_BattleActor, and I haven't been able to figure out yet how to change its height or when/how this selection cursor gets created.@TESTOSTERONE I think you're talking about Window_BattleActor, "The window for selecting a target actor on the battle screen."
There's also a corresponding Window_BattleEnemy.