Storing All Damages in a variable

Milena

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I was thinking if what can I do to store all the damages the enemy has caused the actor in a variable? When I do it on here:


Game_Battler.prototype.performDamage = function() {
};


But it is empty. So I don't know where to exactly look at.


Can someone pin point me to the right direction? Thanks in advance.
 

InBlast

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The damages caused by the action or by enemy (all its attacks) ? By a specific enemy, or in total, by all of them ?
 

Milena

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The damages caused by the action or by enemy (all its attacks) ? By a specific enemy, or in total, by all of them ?
The damages caused by the enemy. For example, the enemy used Attack and some other skills. I would like to store the value of all those damages in a variable. Reason for this is I want to use it later in game.
 

InBlast

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By a specific enemy ? something like a boss ?


Are you using some of Yanfly's plugins ?
 
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Milena

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By a specific enemy ? something like a boss ?


Are you using some of Yanfly's plugins ?


Every enemy. :)

No, I want this to work in vanilla.
 

InBlast

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I don't know if this works but try adding this after each damage formula used by the enemy :


;$gameVariables.setValue(ID_of_your_varible, $gameVariables.value(ID_of_your_varible) + formula)


I don't remember if you need to use "," or ";" at the start of the formula. Try both.


I know a really easier way but yu will need plugins for that.
 
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Milena

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Alright, let's try that. 


But in any workarounds, I would like this to be inside a plugin rather than the custom formula.
 

InBlast

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Yanfly's Battle statistics plugin do that without using InGame variable. It calculate the damages taken by every actor (one calculation per actor).
 

mrcopra

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Alright, let's try that. 


But in any workarounds, I would like this to be inside a plugin rather than the custom formula.


I am in hurry so you can make it plug in or wait for me when I am free


In rpg_windows.js line 5164


Window_BattleLog.prototype.displayHpDamage = function(target) {
    if (target.result().hpAffected) {
        if (target.result().hpDamage > 0 && !target.result().drain) {
            this.push('performDamage', target);
            var value = $gameVariables.value(X);
            var damage = target.result().hpDamage
            if (target.isActor()){$gameVariables.setValue(X,value+damage);}
        }
        if (target.result().hpDamage < 0) {
            this.push('performRecovery', target);
        }
        this.push('addText', this.makeHpDamageText(target));
    }
};
 
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Milena

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It works properly, mrcopra! Now I can use the variable to do something useful. Thanks!
 

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