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Edit;So, I got it to work:
Skill 1:
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Skill Notetag:
<setup action>
eval: $gameVariables.setValue(1,user)
eval: $gameVariables.setValue(2,target)
common event: 1
break action
</setup action>
1: store user in variable 1
2: store target in variable 2
3: call common event1
4: stop action execution
Common Event:
Skill2:
![]()
3 is the variable id in which we stored the number.
Result:
Input:
![]()
Dmg + Cost:
![]()
9 hp is appropriately withdrawn from casting actor, and 9 damage is dealt to the appropriate target. Succes!
This example requires: Yanfly Core engine, Yanfly Battle Engine Core, Action sequence Pack 1, Yanfly skill core.
All script calls used in this screenshot can be found in the "RMMV script call equivalent of event commands" google doc I linked to earlier.
Alright, so it works like a charm! I'm playing with the formula right now, to see if I get a damage conversion value based on the amount spent, instead of it being a 1 for 1 conversion. Thanks a lot for your help so far.
Still need to figure out something for debuffs and armor breaks, but I think I can wing it. Thank you to all of you!
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