Gargoyle77

Veteran
Veteran
Joined
Dec 4, 2017
Messages
81
Reaction score
11
First Language
English
Primarily Uses
RMMV
Hello, everyone. I tried reading the damage formula 101, but can't make what I have in mind work. Basically I want the formula to check if the target is affected by certain state. If so, then that state is removed, then the user vaina some mp and finally certain amount of dmg is applied. And if the target is not affected by that state, then normal dmg is applied. How can accomplish this? Thanks for reading !
 

Arctica

The Arbiter of Time
Veteran
Joined
Jul 19, 2021
Messages
110
Reaction score
140
First Language
English
Primarily Uses
RMMZ
Hello, everyone. I tried reading the damage formula 101, but can't make what I have in mind work. Basically I want the formula to check if the target is affected by certain state. If so, then that state is removed, then the user vaina some mp and finally certain amount of dmg is applied. And if the target is not affected by that state, then normal dmg is applied. How can accomplish this? Thanks for reading !

Hmm let's say.. your initial damage (for the skill in question) is 20

Code:
if (b.isStateAffected(stateId) === false) {
    20;
} else {
    b.removeState(stateId);
    a.gainMp(amount);
    20 * someMultiplierOfYourChoice;
};

Am I on the right track here?
Edit: corrected var misshap.
 
Last edited:

Gargoyle77

Veteran
Veteran
Joined
Dec 4, 2017
Messages
81
Reaction score
11
First Language
English
Primarily Uses
RMMV
Hmm let's say.. your initial damage (for the skill in question) is 20

Code:
if (b.isStateAffected(stateId) === false) {
    20;
} else {
    b.removeState(stateId);
    a.gainMp(amount);
    20 * someMultiplierOfYourChoice;
};

Am I on the right track here?
Edit: corrected var misshap.
Worked perfectly fine. Thanks a lot for your help
 

cubeking1

Villager
Member
Joined
Dec 19, 2013
Messages
24
Reaction score
4
First Language
english
Primarily Uses
ive been trying to make a skill that ramps its damage up with each use but the first use the skill is always zero what am i missing?

((a.atk+(a.luk/2))*(.8+(v[21]*.2)))*4-(b.def+(b.luk/2))*2
 

Zealvern

Villager
Member
Joined
Oct 30, 2020
Messages
23
Reaction score
5
First Language
Spanish
Primarily Uses
RMMV
I'm doing a thing, in a nutshell I want my healer to have an attack that hits an enemy and restores the most wounded ally's HP based on half the damage dealt, but it gives 0. Please be noted I have zero idea of JavaScript


var damage=a.atk-b.def; var group=$gameParty.aliveMembers(); group[group.reduce(((lowest, next, index) => group[next].hp < group[lowest].hp : index ? lowest), 0)].gainHp(damage/2); damage

I was given this code on other post. Can this script be fixed or is there a better way to do it?
 
Last edited:

Solar_Flare

Veteran
Veteran
Joined
Jun 6, 2020
Messages
656
Reaction score
269
First Language
English
Primarily Uses
RMMV
You seem to be overcomplicating your code; there's no need to care about the index of the most wounded member. I tried simplifying it and came up with this; let me know if it works. (Of course you need to remove the line breaks to use it in the damage box.)

JavaScript:
var damage=a.atk-b.def;
var group=$gameParty.aliveMembers();
var mostWounded = group.reduce((lowest, next) => next.hp < lowest.hp : next ? lowest)
mostWounded.gainHp(damage/2);
damage

Or with fewer variables:

JavaScript:
var damage=a.atk-b.def;
$gameParty.aliveMembers().reduce((lowest, next) => next.hp < lowest.hp : next ? lowest).gainHp(damage/2);
damage

(As to whether there's a better way to do it… probably, but it would require a plugin.)
 

Zealvern

Villager
Member
Joined
Oct 30, 2020
Messages
23
Reaction score
5
First Language
Spanish
Primarily Uses
RMMV
You seem to be overcomplicating your code; there's no need to care about the index of the most wounded member. I tried simplifying it and came up with this; let me know if it works. (Of course you need to remove the line breaks to use it in the damage box.)

JavaScript:
var damage=a.atk-b.def;
var group=$gameParty.aliveMembers();
var mostWounded = group.reduce((lowest, next) => next.hp < lowest.hp : next ? lowest)
mostWounded.gainHp(damage/2);
damage

Or with fewer variables:

JavaScript:
var damage=a.atk-b.def;
$gameParty.aliveMembers().reduce((lowest, next) => next.hp < lowest.hp : next ? lowest).gainHp(damage/2);
damage

(As to whether there's a better way to do it… probably, but it would require a plugin.)
Negative, it does zero. For your information, if it would require a plugin, I have the whole YEP pack
 

Solar_Flare

Veteran
Veteran
Joined
Jun 6, 2020
Messages
656
Reaction score
269
First Language
English
Primarily Uses
RMMV
Well, the way to debug what's wrong with the formula would be to past the key part into the developer console (which can be opened with either F8 or F12) and press enter:

JavaScript:
$gameParty.aliveMembers().reduce((lowest, next) => next.hp < lowest.hp : next ? lowest)

At a glance, I think the ? and : need to switch places.
 

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
2,830
Reaction score
1,657
First Language
English
Primarily Uses
RMMV
@Zealvern it doesn't make much sense to post the same questions in a different thread while you have your own thread active. The only thing it can accomplish is confusing two conversations - in this case, Solar_Flare was posting trying to help you hours after I already gave you working code in your original thread.

@Solar_Flare the over-complication was my fault for not being sufficiently well-versed in how reduce works (and yes, my original post to him did copy a snippet from a blog post that had the ternary operators reversed, it took me two posts to notice).
 

Zealvern

Villager
Member
Joined
Oct 30, 2020
Messages
23
Reaction score
5
First Language
Spanish
Primarily Uses
RMMV
@Zealvern it doesn't make much sense to post the same questions in a different thread while you have your own thread active. The only thing it can accomplish is confusing two conversations - in this case, Solar_Flare was posting trying to help you hours after I already gave you working code in your original thread.

@Solar_Flare the over-complication was my fault for not being sufficiently well-versed in how reduce works (and yes, my original post to him did copy a snippet from a blog post that had the ternary operators reversed, it took me two posts to notice).
Yeah, you're right, sorry, wanted to cover a wider area in order to get the biggest amount of possible solutions and get the drill on how do more complex formulas work, that's all on me.
 

pokestar

Warper
Member
Joined
Mar 8, 2017
Messages
2
Reaction score
0
First Language
english
Primarily Uses
RMMV
I'm trying to create a skill that does x2 damage if the foe is inflicted with poison, much like the move venoshock from Pokémon. Could anyone please help me?
 

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
2,830
Reaction score
1,657
First Language
English
Primarily Uses
RMMV
I'm trying to create a skill that does x2 damage if the foe is inflicted with poison, much like the move venoshock from Pokémon. Could anyone please help me?
There are examples of how to implement this ins the Damage Formula 101 thread.
But you would do:
(yourDamageFormula)*(b.isStateAffected(X) ? 2 : 1)
where X is the ID of the poison state.
 

Vis_Mage

Wisp Charmer
Veteran
Joined
Jul 28, 2013
Messages
748
Reaction score
246
First Language
English
Primarily Uses
RMMV
Is there a way I can have a skill that has a percentage change to apply multiple of a debuff to the target? (I'm using debuffs instead of a state because they can stack)

For example, a skill that does damage, but also has a 50% chance to apply 5 ATK debuffs with a duration of 3 turns.
 

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
2,830
Reaction score
1,657
First Language
English
Primarily Uses
RMMV
Is there a way I can have a skill that has a percentage change to apply multiple of a debuff to the target? (I'm using debuffs instead of a state because they can stack)

For example, a skill that does damage, but also has a 50% chance to apply 5 ATK debuffs with a duration of 3 turns.
Code:
if (Math.random()<0.5) {b.addDebuff(2, 3); b.addDebuff(2, 3); b.addDebuff(2, 3); b.addDebuff(2, 3); b.addDebuff(2, 3);};
then your damage calculation.
 

Vis_Mage

Wisp Charmer
Veteran
Joined
Jul 28, 2013
Messages
748
Reaction score
246
First Language
English
Primarily Uses
RMMV
Code:
if (Math.random()<0.5) {b.addDebuff(2, 3); b.addDebuff(2, 3); b.addDebuff(2, 3); b.addDebuff(2, 3); b.addDebuff(2, 3);};
then your damage calculation.
Works like a charm, thank you very much! :kaohi:
 

Bumbini

Warper
Member
Joined
Sep 29, 2017
Messages
1
Reaction score
0
First Language
English
Primarily Uses
RMMV
I'm playing around with non-standard damage, thinking about using TP as balance or momentum, where you need to accumulate a high TP ratio to do significant damage. The problem is the TP gain/loss on attack via the damage formula isn't working and I'm not sure why. My simplified test formula is below. I thought a.tp += x would be way to increment, but it's not doing anything. Am I missing something? Is it possible to increment TP like this?

Would it be smarter to use MP? If I do anything with this, I probably wouldn't be using MP for anything else.

dmg = 5; a.tp += 10; b.tp -= 10; dmg;

edit: Doing a.setTp(a.tp + whatever) worked. Still wondering why += didn't work for that.
 
Last edited:

Vis_Mage

Wisp Charmer
Veteran
Joined
Jul 28, 2013
Messages
748
Reaction score
246
First Language
English
Primarily Uses
RMMV
I'm trying to set up a skill that does double damage when the user is below 25% HP. I've got this as my damage formula at the moment, but it deals 0 damage, and I can't seem to figure out where I have an error:

a.hp =< (a.mhp / 4) ? 2 * (((a.atk * (20 + a.luk)) / b.def)) : ((a.atk * (20 + a.luk)) / b.def);
 

Frostorm

[]D[][]V[][]D
Veteran
Joined
Feb 22, 2016
Messages
2,319
Reaction score
1,941
First Language
English
Primarily Uses
RMMV
I'm trying to set up a skill that does double damage when the user is below 25% HP. I've got this as my damage formula at the moment, but it deals 0 damage, and I can't seem to figure out where I have an error:

a.hp =< (a.mhp / 4) ? 2 * (((a.atk * (20 + a.luk)) / b.def)) : ((a.atk * (20 + a.luk)) / b.def);
Shouldn't it be "<=" instead of "=<"?
 

Latest Threads

Latest Posts

Latest Profile Posts

Imagine having a game broken up into a whole bunch of chapters? Like Chapter 11 should be about the party members going bankrupt.
Over 1/4th of the calendars are already out :eek: Have you already put something to a good use?
Where would you go if you're looking to hire someone on here? I'm in need of a writer to take my story concept and turn it into npcs/dialog in my game.
Evening humans! How goes the game make?

Forum statistics

Threads
117,258
Messages
1,105,898
Members
153,429
Latest member
NiricoMino
Top