Hello, so I'm trying to figure out how I could store all the damage from an attack done into a variable.
This is what I'm trying to do:
Character X has an attack that deals damage to all enemies, and then heals the whole party for a portion of that damage done.
I know of a few workarounds with calling common events and storing character stats to decide on damage/healing, but that only really works for me if there is just one enemy.
Any ideas or solutions to this?
Thank you for your help!
EDIT: While I'm at it, anyone know how to give a damage formula an "if/else statement" for...
Heal: Restores X amount of HP, but if Heal crits, it adds Y state to target?
Store damage into a variable
● ARCHIVED · READ-ONLY
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Yanfly's Damage Core and Critical Control plugins give you the ability to add code directly into a skill's notebox. However, I don't know anything about JavaScript so I can't tell you how to do the actual coding. In theory though that plugin should do what you need it to.
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Thinking about it (and spending alot of time fighting with Variables in Damage Formulas) I think there might be a way to do it.
For simplicity, let's say the damage formula to all enemies is a.atk - b.def, and the Variable you want to store the total damage in is 7.
In theory, since the damage formula is run for each enemy, variable 7 should get increased each time by the damage result of each hit.x = a.atk - b.def; y = v[7]; y += x; v[7] = y; x
After which you'd have to call a common event that force actions the same actor to use a skill with
To do 50% of the damage dealt or whatever ratio you want.x = v[7] * 0.5; x -
@Mirai: I'm going to try that out and let you know if it works :)