How do I make the last part of one attack deal more damage than the previous part?

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Started by Zandar9 16 posts View original ↗
  1. I'm working on a game with several custom attacks and animations, but there's just one problem I run into.

    I'm trying to make skills where one part of the attack deals more damage than the last part of the same attack. Is there anyone out there that can help me out?

    (P.S. custom animations are appreciated.)
  2. Are u using some kind of sideview / animated battle system?
  3. No. Just the regular battle system.
  4. Then I don't really understand your question. And how it has something to do with animation.
    Are you using skill repeat? And you want the second repeat to deal more damage?
  5. Yeah. I want the last part of an attack to deal more damage than the previous one.

    It has 6 hits, and I wanted the final part to deal 6x the damage.

    However, the first 5 parts should deal approximately the same amount of damage.
  6. Maybe "Yanfly Engine Ace - Follow-Up Skill" can help you. Do skill A which attacks 5 times, then follow-up with the 6th attack from the other skill.
  7. I'll give that a try as soon as possible, but I've just got one question: Is it a script, or an actual engine?

    Edit:
    Sorry about that. I looked it up, and found it was a script.
  8. If all you want is to increase your damage you can just increase a variable (let's say variable[99] for example) and then use it in your damage formula. Your damage formula might be something like this:
    Code:
    your_normal_damage_formula_goes_here * (1 + 5 * (v[99] % 6))
    That should cover your damage formula. You can increase your variable in the damage formula itself. I'll be using a normal attack default formula (a.atk*4 - b.def*2) as my sample skill normal damage.
    Code:
    normal_dmg = (a.atk*4 - b.def*2) * (1 + 5*(v[99] % 6)); v[99] += 1; normal_dmg
    This increases your variable each time the formula is calculated and it adds 5 times its normal damage every 6 times it is calculated. It results in the 6th hit actually dealing more damage. The only thing you should be careful about is to add a call to a common event to reset your variable.

    Damage formulae are not calculated when attacks miss, this means that if you hit 5 times and miss once your next skill will deal increased damage on its first hit. This is the reason why I'd recommend you to reset your variable every time your skill is called.
  9. You can just simplify the $game_variables[99] as v[99]
  10. You're right, in damage formulae you can do that too. I'll edit my post to show the shortened version. Since VX Ace script calls can only contain a very limited amount of characters I think that shortening it helps a lot.

    EDIT: For this reason you can change "normal_dmg" in the formula in literally anything if it doesn't fit. Just use a single character like "r" to store your damage and use that character every time you would use "normal_dmg".

    Here is an example made using the same formula I used in my previous post:
    Code:
    r = (a.atk*4 - b.def*2) * (1 + 5*(v[99] % 6)); v[99] += 1; r

    I am kinda sure the previous formula is short enough to fit in the formula box but in the remote chance it doesn't you can use this one.
  11. Thank you all so much! I really appreciate it!

    I don't mean to be obnoxious or anything, but I just can't figure out how to get the common event to work. I've never actually used them.

    Edit:
    TheoAllen, do you mind if I use your Footstep Sound script?
  12. @Zandar9 To use a script in your project for non-commercial is fine from pretty much anybody, unless it was written specifically for one person.
    If you have a question for a specific person, you should message them instead of posting in the thread, as the member may not see your post for a while or ever and it adds on additional talk which is not necessary.
    @TheoAllen (as far as I've seen) allows all his scripts to be used for non-commercial. And if I'm not mistaken commercial as well.
  13. Zandar9 said:
    TheoAllen, do you mind if I use your Footstep Sound script?
    This is out of topic, but of course you can :)
  14. @Roninator2 That's not quite what I meant. I was asking about the common events. I'm not sure how to use them
  15. @Zandar9 common events work exactly like normal events but their trigger is different. You can select your trigger while setting up your event (upper part of your window).
  16. Thank you all very much! I believe I have what I need now!