RMMV Damage Formula - ideas and help

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Started by Shaz 1539 posts Page 23 of 77 View original ↗
  1. 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
  2. Is there any kind of formula I can use to guarantee a critical hit? or would this require a plugin of sorts?
  3. 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
  4. Minun said:
    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
  5. EDIT: I've got my stuff figured out for the most part. Ignore this post.
  6. Is there a way to set the target's HP value to that of the caster? 
  7. ThePotatoOfFire said:
    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
  8. 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?
  9. Zephro said:
    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
  10. 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...
  11. Coopziana said:
    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.
  12. zerobeat032 said:
    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.
  13. 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...?
  14. 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?
  15. 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
  16. brendonx said:
    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]
  17. 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.
  18. brendonx said:
    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.
  19. 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?