RMMV Damage Formula - ideas and help

rpglover88

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No im sorry! Im the one who made a mistake. -_- I didnt add the "if" at the beginning. Now it works perfectly! I used the skill when the enemy had abit more than 100hp left and it did 648 (or something around that number) damage to the enemy, killing her in the process. Thank you soooo much, both of you! Youre lifesavers! :D
 
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Coopziana

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Is there any kind of formula I can use to guarantee a critical hit? or would this require a plugin of sorts?
 

Mega Man Volnutt

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Hey, any ideas to have a balanced out attack formula for normal attacks if a typical character has the HP of 20 - 50 and the Attack and Defence ranging from the 100?


EG. HP: 30 AT: 130 DEF: 115
 
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Riff

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Hey, any ideas to have a balanced out attack formula for normal attacks if a typical character has the HP of 20 - 50 and the Attack and Defence ranging from the 100?


EG. HP: 30 AT: 130 DEF: 115


It depends on how many attacks you want to do for one KO. Let's say you want about 5 normal attacks for one KO with the following data:


Target HP is 30


Your Atk is 130


Target Def is 115


You can use:


a.atk * 0.08 - b.def * 0.04


Because of how small the calculated results will be, I would personally suggest you to use a smaller variance. The default 20 is fine, but I think with smaller numbers, 5 or 10 would work better and the variance wont go too far due to rounding. You'll need to do few tests to see what suits you best.


- Riff
 

kurt91

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EDIT: I've got my stuff figured out for the most part. Ignore this post.
 
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ThePotatoOfFire

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Is there a way to set the target's HP value to that of the caster? 
 

Riff

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Is there a way to set the target's HP value to that of the caster? 


Hello! You can try this:


Set the skill as MP damage to prevent the 0 damage pop-up.


d = a.hp - b.hp; b.gainHp(d); 0


- Riff
 

Zephro

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I would like attacks to have multiple elements like say "Thunder Slash" does 60% of it's damage with the Thunder element and 40% of it's damage with the Physical element.


Is this possible in the damage formula box?
 

Riff

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I would like attacks to have multiple elements like say "Thunder Slash" does 60% of it's damage with the Thunder element and 40% of it's damage with the Physical element.


Is this possible in the damage formula box?


Hello!


For now you'll have to 'manually' do that. Set the element to None, then insert this into your damage formula:


c = (insert your 100% full damage formula here); c * 0.6 * b.elementRate(insert your Thunder element id here) + c * 0.4 * b.elementRate(insert your Physical element id here);


Hope that helps!


- Riff
 

zerobeat032

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I was just starting to learn Ace formulas, but things are different now lol. My biggest problem is not knowing all the changes. If I knew exactly what I could and couldn't plug into a formula, I'd be fine. 


Like how would I make a formula where I want to check for a state on an enemy and do more damage if they're inflicted it. 


a.isStateAffected(X) I think would be part of it, but I'm really unsure of the rest. I did find a list of some things that can be used, but now I'm not sure about how to make a formula out of them. a.isStateAffected(X) is one of them.


Oddly, I've had easier times figuring out certain Lunatic modes of Yanfly's lol...
 

okugi

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Is there any kind of formula I can use to guarantee a critical hit? or would this require a plugin of sorts?
There's two ways to do this.  One is by having the skill give damage equal to what a critical would do, the other is to use a plug in, such as yanfly critical control one, that, among other things, lets you force a critical.
 

Riff

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I was just starting to learn Ace formulas, but things are different now lol. My biggest problem is not knowing all the changes. If I knew exactly what I could and couldn't plug into a formula, I'd be fine. 


Like how would I make a formula where I want to check for a state on an enemy and do more damage if they're inflicted it. 


a.isStateAffected(X) I think would be part of it, but I'm really unsure of the rest. I did find a list of some things that can be used, but now I'm not sure about how to make a formula out of them. a.isStateAffected(X) is one of them.


Oddly, I've had easier times figuring out certain Lunatic modes of Yanfly's lol...


Try checking this topic, then go to the excel file link there, and check the second tabs. There are much more other than those actually. You can also check around the plug-ins.
 

zerobeat032

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Thanks Riff! This is a big help. I'm going to look around and see about putting these together for formulas. I'm gonna look for some examples on placement and see what I can do. Thanks again.


EDIT: Soooo, this is something I have so far. It works, but I'm not sure if does the way I intended. Moreso I don't know if this is how I was suppose to setup the formula...


a.mat * 4 - b.elementRate(3) * 2 ??? This was meant to make the the attack do more damage when someone was weak to said element. But was b, supposed to elementRate or was I supposed to set the mdf in there somewhere...?
 
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brendonx

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Hey All. I can't figure out why my damage formula isn't working. It's giving a result of 0 damage each attack.


Here's how it's formulated in my game.


Broken Formula.png


The enemies defence is 10 and my attack is 45 so even without any variables (which when I perform this attack V{3} should equal 10) the attack should still do damage.


Any ideas why it isn't working?
 

ThePotatoOfFire

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Hey guys, this forum is really helpful to a lot of people, but it's hard trying to hunt down just what you need and there can be a lot of repeated questions with this type of subject, so I've made an online text reference sheet for all of the usable calls for the damage formula box. It's open for anyone to edit, but please make sure what you put on there is correct. I've filled in the basics, so the more specified bits and bobs are up to you. Here's the link:


http://www.writeurl.com/text/d98232gnr740pffdorco/5u9idw45hl8npqau9zo6/edgo9zjh3bilc7l0da6l
 
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ThePotatoOfFire

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Hey All. I can't figure out why my damage formula isn't working. It's giving a result of 0 damage each attack.


Here's how it's formulated in my game.


View attachment 32899


The enemies defence is 10 and my attack is 45 so even without any variables (which when I perform this attack V{3} should equal 10) the attack should still do damage.


Any ideas why it isn't working?
V[3] should be v[3]
 

brendonx

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UPDATE: Ignore this post. I found a way to do it with the YEP_ASP1.


Hi again! I have another question for people.


Is there a way to have an attack to deal multiple damage types in a single attack? For example, Hp damage and MP damage.
 
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Riff

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UPDATE: Ignore this post. I found a way to do it with the YEP_ASP1.


Hi again! I have another question for people.


Is there a way to have an attack to deal multiple damage types in a single attack? For example, Hp damage and MP damage.


You can use b.gainHp(x) or b.gainMp(x) with negative x values to deal hp or mp damage.
 

zerobeat032

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hey! found a site with what I think is EVERY known thing we can use to make formulas... question is am I allowed to link another rpg maker site? 
 

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