RMMV Damage Formula - ideas and help

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Started by Shaz 1539 posts Page 30 of 77 View original ↗
  1. Jojozityjo said:
    ive got another move idea, but, im not entirely sure how to do it, i thought of using a variable and then just making a parralel common event to constantly reset the variable, however idk if that works only outside of battle or if it would be resetting the variable while inside the battle, but i still cant help but wonder if there was a better way


    what i want, this move, starts out weak, does lil dmg, but the more you use it on the enemy, the stronger it gets, and each time you use it, it does more and more dmg, until the enemy dies, or the battle is over, then it would reset.


    Ideally, id like the move to do more and more dmg to a single enemy, but the variable idea would make the move do more dmg to every enemy the more you use instead of just the one. Is there anyway i can do this?



    If you use Yanfly's damage core, you can use action sequence to modify the damage rate each hit.
  2. Jojozityjo said:
    ive got another move idea, but, im not entirely sure how to do it, i thought of using a variable and then just making a parralel common event to constantly reset the variable, however idk if that works only outside of battle or if it would be resetting the variable while inside the battle, but i still cant help but wonder if there was a better way


    what i want, this move, starts out weak, does lil dmg, but the more you use it on the enemy, the stronger it gets, and each time you use it, it does more and more dmg, until the enemy dies, or the battle is over, then it would reset.


    Ideally, id like the move to do more and more dmg to a single enemy, but the variable idea would make the move do more dmg to every enemy the more you use instead of just the one. Is there anyway i can do this?



    There are a few ways to do this


    1. Flag the enemy with a state that doesn't remove on death, each time it is hit with move (x) the state increments the variable, on death reset the variable and then remove the state (this will need plugins and doesn't take into account who uses the attack)


    2. Flag the user when the use the skill with a state and track the number of times they use the move (you can also track the target), if they use a different move, if the target is dead, the user is dead or the battle ends, remove the state (flagging remove at battle end and on death deals the later two) (this will need plugins)


    These are just two I came up with, if you think you want to use one of them I can try working out how you would do it but that means you will need the Yanfly plugins I use to make it work
  3. whew, that sounds more complicated than formulas lol


    either way, i'd need a plug to make it work for individual enemies? cause the variable thing would work, just, for the whole enemy battle lol


    is the yanfly plugin id need the dmg core one that riff mentioned? and for the action sequence part of the dmg core plugin, i thought that was just for making the atk look flashier or making 1 skill atk multiple times. Cause what I want is just a simple 1 off atk, but each time you keep using that same skill, the dmg of the skill increases.
  4. To do it with states you would also need the Buff & States core, that would be how you do one attacker to one target, make note the state would be invisible (no symbol, no message, the player doesn't need to know)
  5. okay, ive got buffs and states core and the damage core, but, this my be my dyslexia at work, but, i didnt notice any forumlas or tags in yanflys descriptions that could give me what i wanted, neat stuff yeah, but, how would i achieve my .. One of a Thousand cuts move? start weak but dmg grows with use?


    unless it was in the lunatic section of the plugins, which those kinda go over my head ^^;;


    also, a side thing if ya dont mind answering, in skills i notice it has the speed thing so moves can act faster or slower, i wanna make this move faster, but i cant just set a number, cause at low levels it would be instant while at higher levels it could be hardly noticible. Can i do something in that speed thing so it can be something like "a.agi" so it basically adds speed equal to the actors agility so it's a smooth twice as fast move at all levels?
  6. Guys, i wanted a skill to have a min damage cap, so it would never deal less damage than the chosen value.

    Which one should i use, Math.max(x) or Math.min(x)?
  7. kovak said:
    Guys, i wanted a skill to have a min damage cap, so it would never deal less damage than the chosen value.

    Which one should i use, Math.max(x) or Math.min(x)?



    Math.max as it always returns the highest value, 
  8. Math.max(((a.atk * 4 + Math.randomInt(x) +1) - b.def * 2), y)


    @emelian65 i'll be using something like this, hope it doesn't screw up :v
  9. so no info on how to make a state track skill uses so a skill does more and more dmg the more you use it in that one battle with the yanfly plugins? : o
  10. Jojozityjo said:
    so no info on how to make a state track skill uses so a skill does more and more dmg the more you use it in that one battle with the yanfly plugins? : o

    he might be developing a tricks and tips for that or there is already one out


    ok i have a formula that i need help with......


    one of my characters has a fight style called fangs of the world........and his most devestating move is called wild fang......its suppose to be completely random damage......either from .01% all the way to 2000% damage


    base formula is a.level * ((((a.atk * 1.3) + (a.agi * 1.1)) *(1 + (a.lck/100)) * (1 + (a.level/100))


    how would i set the massive range for this skill ?
  11. Ugh, I can't believe I can't figure out something so basic, but how would one create a formula where it checks if the user has a certain weapon or armor equipped, and one where it checks if the user has learned a certain skill?
  12. So I'm trying to do a damaga formula based on a characters level. So if they're level 1-16 it does (a.atk * 4) * 1, but if they were level 17 it would do  (a.atk * 4) * 2, and then if they were max level, it would be (a.atk * 4) * 10.


    This is the formula I have for it, but it doesn't appear to be working:

    Spoiler
    if (maxLevel()) {((a.atk * 4) * (10) - (b.def) * 2)}
    else
    if (currentExp() => 2602991) {((a.atk * 4) * (9) - (b.def * 2))}
    else
    if (currentExp() => 1997557) {((a.atk * 4) * (8) - (b.def * 2))}
    else
    if (currentExp() => 1450808) {((a.atk * 4) * (7) - (b.def * 2))}
    else
    if (currentExp() => 978080) {((a.atk * 4) * (6) - (b.def * 2))}
    else
    if (currentExp() => 593916) {((a.atk * 4) * (5) - (b.def * 2))}
    else
    if (currentExp() => 308756) {((a.atk * 4) * (4) - (b.def * 2))}
    else
    if (currentExp() => 124586) {((a.atk * 4) * (3) - (b.def * 2))}
    else
    if (currentExp() => 30721) {((a.atk * 4) * (2) - (b.def * 2))}
    else
    {((a.atk * 4) - (b.def * 2))}



    Any advice on this would be greatly appreciated.
  13. You should try using user.level instead of currentEXp maybe it'll be easier


    if (user.level() => 17) {((a.atk * 4) * (2) - (b.def * 2))}


    or something like this
  14. emelian65 said:
    You should try using user.level instead of currentEXp maybe it'll be easier


    if (user.level() => 17) {((a.atk * 4) * (2) - (b.def * 2))}


    or something like this



    I've just noticed the issue XD. Looks like the formula box isn't big enough for all the checks. Gonna have a look around to see if there's any plugins I can use.
  15. Spoiler
    (Math.round(user.level() * 0.1)) * (a.atk * 4) - (b.def * 2)



    In fact, would the above work?
  16. SonoKiabutsu said:
    Spoiler
    (Math.round(user.level() * 0.1)) * (a.atk * 4) - (b.def * 2)



    In fact, would the above work?



    I been trying and i haven't been able to make it work it always dfo a fxed damage, it shoulkd work by removing the () of user.level, and it should work by changing user.level to a.level, but I can't make it work sorry
  17. Figured out what I needed. Should be: Math.ceil(a.level *0.1) * (a.atk * 4) - (b.def * 2).


    That gets the actor's leve and divides it by 10, rounded up, the carries on with the formula.
  18. is there a way to use two formulas for a multi hit attack? Cause i was wanting to do something like, a skill, that does 2 different attacks, one being melee, the other being magical, so id like the first hit to be a formula for the atk vs def while the second be a formula that uses int vs wisdom. So is there a way i can make 1 skill use two different formulas for 2 different attacks?
  19. How would I make a skill that does damage based on how much MP you had before using it, but drains all of your MP? In other words, how do I make my skills calculate their damage before spending their required resources instead of after?
  20. Hey guys, I need a little help with my damage formula. I'm not sure what's wrong, but maybe a veteran could see it? XD;;

    (500*(level/100)+(a.mat*100))-(b.def*30)

    The reason for the high multipliers is because in my game stats are low, but health and MP still reach around 10k at endgame, so i'm trying to even that out.

    Any help at all would be appreciated!