Quick Damage Formula Button Suggestions!

Would you like this feature?

  • Yes

    Votes: 25 69.4%
  • No

    Votes: 3 8.3%
  • Yes but not important

    Votes: 8 22.2%

  • Total voters
    36

Kaliya

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Another idea I just had, I hope it's not too late to add that option:

  • Add state to user - should result in added code like a.add_state(number); in front of the damage formula

That is probably the single most often asked for option in the coding topics for the damage formula, and it would be easy to add the code for that in front of the regular damage formula if a box with the state ID contains something other than zero.
Hi, you are not too late. However i don't understand the need for this, care to explain more? You can already add states to skills via using traits, why do people want to be able to do it via damage formula?
 

TheGamedawg

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Hi, you are not too late. However i don't understand the need for this, care to explain more? You can already add states to skills via using traits, why do people want to be able to do it via damage formula?
As a fan of moves that buff the player and damage the enemy, I'm not a fan of the fact that there isn't an easy way to do this in RM.  I would totally be for this, but I think it would be better as an addition to the effects menu.  Perhaps being about to select the target with the effect as well.


Some uses for this could be abilities that drop your opponent's defense and raises your own, or attacks that work similar to Power-Up Punch.
 

Andar

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Hi, you are not too late. However i don't understand the need for this, care to explain more? You can already add states to skills via using traits, why do people want to be able to do it via damage formula?
No, you can't - the effects of the skill are applied to the skill target (b) , not to the skill user. (a)


Think of heavy attacks that weaken the user of the skill for a few turns, or similiar mixings - the effects only work on the target and if you want an effect on the skill user (without the user being the target at the same time), then you'll need code in the damage formula
 

Kaliya

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Ah my mistake, I misunderstood what you meant. I can add this to our backlog for future versions, but it would likely just be added to the effects window and allow you to select target, as I feel it would be better off suited there.
 

Andar

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yes, that would be even better as it would allow multiple state effects without using up space in the damage formula - the damage formula is only the easiest workaround to that.
 

mistFAWKES

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reference list is currently a feature that exists. hover over damage formula text box for reference.


edit: i disagree w the above suggestion to add state stuff to the damage formula box. would very much prefer to keep the formula clandestine, especially since Arch is requesting a feature, and the state request parodies an existent feature, and would require massive backend overhaul of the textbox.
 
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Archeia

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I normally agree but sometimes the tooltips don't work on specific pcs. And it doesn't reference how to state ids or states 'v')b
 

SwiftIllusion

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Would it be possible to add a quick save/load for a default battle formula you may like to use with all your enemies?
For example

So then you could setup a baseline for all your enemies to easily make any formula variants you may like from there.
 

Andar

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Would it be possible to add a quick save/load for a default battle formula you may like to use with all your enemies?
The result of the quick setting window is a simple text line in the damage field.


It is much easier to just crtl-C/V it and save it in a single text editor file - that way you can even select from several formulae to copy faster than opening the quick setting window and load/save
 

SwiftIllusion

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The result of the quick setting window is a simple text line in the damage field.


It is much easier to just crtl-C/V it and save it in a single text editor file - that way you can even select from several formulae to copy faster than opening the quick setting window and load/save
Ahh. I guess I just imagined it'd be nicer to load it into the quick damage setting to make adjustments from there, considering the copy/paste method basically defeats the purpose of using it at all - at least in my opinion. But I can completely understand the value of adding it may not be equal to the time/effort to add it.
 

Oriceles

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I was about to open a thread asking for this. Good to know it is being discussed already.
 

Piyan Glupak

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Must admit that I have never come across this feature in VX Ace, let alone used it.
 

BubbleMatrix82

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I think that the OP's idea is a good idea. Also, I had no idea that MV was inferior to VX Ace due to it not being a C created program. This makes a lot of the suggestions int his forum nearly impossible without expanding RMMV into being a modular Suite instead of just an engine. Anyways, damage calculation is a great idea so outcomes can be a little more predictable when you want them to be. I do think that there should be a tick box for RNG though should someone want variance to make it look not "fixed".
 

RetroBoy

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It took me a while to get used to the new formula but now that I do I cant think of going back to the way ace does it. Now if I want to ignore defense, I just dont put their defense in the damage equation. If I want to add something I just put a.atk +X into the bar. I feel removing that would cost more than it added.
 

Engr. Adiktuzmiko

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I do think that there should be a tick box for RNG though should someone want variance to make it look not "fixed".
There is already a variance setting in the skills tab so there's not much need to also put it on the "Quick Formula Button"

If I want to add something I just put a.atk +X into the bar. I feel removing that would cost more than it added.
No one is removing anything, the damage formula box will still be writable like it is right now. They are just adding a "Quick formula" button for the sake of those who doesn't know the codes to write for the basic formulas that they want.

It took me a while to get used to the new formula but now that I do I cant think of going back to the way ace does it. Now if I want to ignore defense, I just dont put their defense in the damage equation.
You can also do that in Ace since you can directly edit the damage formula box in Ace too, just like in MV.

I do think the suggestions for allowing variables into the quick button is nice. Another thing would be the capability to select "gold" for the formula as Ive seen people asking how to make gold based damage formulas. Conditionals would be good too but it might complicate things too much.
 
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