Skill Damage Calculation Customization

● ARCHIVED · READ-ONLY
Started by EchoingClock 4 posts View original ↗
  1. Hello again. I am looking for a script for VXAce that would allow me to have further control over damage formula's and what factors can be contributed.

    In example, the Tonberry enemies of Final Fantasy have attacks that deal damage based upon the number of steps the party has taken (i.e. Deals damage to an enemy equal to 1/32 of the party's total steps taken), the number of enemies defeated by the party, or the amount of time spent within the game.

    Is there any way of making this possible through scripting within VX Ace?
  2. those are all accessible via the damage formula AFAIK
  3. The party's total steps taken can be read using $game_party.steps and the amount of time spent within the game can be read using $game_timer.sec.

    For the number of enemies defeated by the party though, it's possible to be stored using events and variables in some cases at least, such as "all encounters are event encounters" and "escaped or defeated battles don't count".

    Of course any decent custom script would be much easier to use and much more effective and efficient, but maybe you might want to use non-scripting methods under some rare cases, such as possible compatibility issues.

    Regardless of how you store the number of enemies defeated by the party, the default RMVXA damage formula itself can already do what you want if appropriate readers are given. For example:

    Spoiler
    $game_party.steps / 32 # 1 / 32 of the party's total steps taken
    Code:
    $game_timer.sec # amount of time spent, in seconds, within the game
    Code:
    v[x] # The number of enemies defeated by the party which is stored in game variable with id x
    If you can read the data you want, using them in the default RMVXA custom damage formula is usually easy and requires no custom scripts, especially if you know what to do. If not, you can read this:

    http://forums.rpgmakerweb.com/index.php?/topic/1143-how-to-make-the-most-of-custom-formulae-part-1/

    It means you may want to instead ask for ways(custom scripts or non-scripting methods) to read and/or store the data themselves, like the number of enemies defeated by the party(you may want custom scripts for this).

    Unless you're afraid of exceeding the default RMVXA custom damage formula limit, usually the custom damage formula itself would suffice in general. If it's not your case though, you may want to try something like this:

    http://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-damage/
  4. DoubleX said:
    The party's total steps taken can be read using $game_party.steps and the amount of time spent within the game can be read using $game_timer.sec.

    Spoiler
    $game_party.steps / 32 # 1 / 32 of the party's total steps taken
    Code:
    $game_timer.sec # amount of time spent, in seconds, within the game
    Code:
    v[x] # The number of enemies defeated by the party which is stored in game variable with id x
    Great! I had no idea that the Damage Formula box had so much potential already without a script. This is exactly what I need, Thank you.