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Showing results for tags 'damage'.
Found 17 results
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Hey! In my project, I have some fairly complicated non-damaging status moves, that make use of the damage formula. The only thing is, since I am using the damage formula, I still get the "ENEMY took no damage" message in the battle log. Could someone create a script that prevents the "ENEMY took no damage" message from appearing? Thank you!
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How to make a falling object that hurts the player?
sushimi posted a topic in Editor Support and Discussion
Edit: Here is a clearer example of what I'm trying to do : https://youtu.be/4ui7TE40o2g?t=6m47s Like this but looping I'm trying to make an object that falls from the sky and the player takes damage if hit. For example in Ib in Mary's sketchbook objects fall and might hit the player. I found this link: http://www.rpgmakervxace.net/topic/12232-event-touch-and-through/ but the tutorial seems to be gone. Here's what i tried, the player can only walk on the green part. I managed to get the rocks to fall and loop but The player doesnt get hurt when hit by the rocks, idk what I'm doing wrong. If anyone can help it would be greatly appreciated, thanks for your time ^^ -
I have been using a lot of Yanfly's scripts and would like to stay within them as much as possible. For what I am trying to do is make nice effects like the ones in Yanfly's most recent Tips and Tricks video series for Rpg Maker MV. However, I use VX Ace and would like to repeat some of those effects in the version I have. I don't know a heck a lot about Ruby coding, but the real question is how would I go about something like that. So one example is Yanfly recreates the effect of a Pokemon move, Destiny Bond. The one who deals the killing blow also dies. I'm guessing I could do something like this with the battle engine core or maybe just the overall core. It would use notetags to achieve? If you need an example of the video, I have a link right here: https://www.youtube.com/watch?v=YOapDzRA-vY Now I don't mean that I necessarily want to recreate the Destiny Bond effect, but if someone could help with maybe a small guide to certain snippets of Ruby code that I could use or even try to recreate it and let me study and dissect it to try other things... just something. I've been looking around the internet for a while and I can't tell if I suck at finding things, because chances are it is right in front of my face when googling it. Any help with this kind of thing would be absolutely amazing. So, thanks in advance for even looking over this topic.
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Name: Damage Efficiency Version: 1.0 Author: Mr. Trivel Created: 2016-05-09 What does it do? Allows battlers to deal more damage depending on their weapon, element, skill type or overall efficiency. Screenshot: Nope. How to use? Give note tags to Actors, Classes, Enemies, States, Armors or Weapons to improve efficiency of that battler: <WeaponEfficiency: [WEAPON_TYPE_ID], [PERCENT]> <ElementEfficiency: [ELEMENT_ID], [PERCENT]> <SkillTypeEfficiency: [sKILL_TYPE_ID], [PERCENT]> <OverallEfficiency: [PERCENT]> [PERCENT]: 0.01 - 1%, 0.5 - 50%, -0.25 - -25% Weapon Efficiency - battlers deal more damage while wielding that weapon type. Element Efficiency - battlers deal more damage with skills of that element. Skill Type Efficiency - battlers deal more damage with skills of that type. Overall Efficiency - battlers just deal more damage Examples: <WeaponEfficiency: 2, 0.5> <ElementEfficiency: 2, 1.0> <SkillTypeEfficiency: 1, -0.5> <OverallEfficiency: 2.0> Want a skill to only deal more damage with spears but not weapons, use the following note tags to ignore bonuses: <IgnoreWeaponBonus: [WEAPON_TYPE_ID], [WEAPON_TYPE_ID], ..., [WEAPON_TYPE_ID]> <IgnoreElementBonus> <IgnoreSkillTypeBonus> <IgnoreOverallBonus> <IgnoreAllBonuses> Examples: <IgnoreWeaponBonus: 1, 2, 3, 4, 5> Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Hello! I am currently working on my first RPG Maker project, and I was hoping I could get some spriting help. I was wondering if anyone could make a "damage" sprite based off the green dragon sprite that comes with the engine. I will be sure to credit the creator in my project (non-commercial)!
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Name: Critical Damage Multiplier Version: 1.1 Author: Mr. Trivel Created: 2016-03-09 What does it do? This plugin changes how default critical damage calculation works in RPG Maker MV. No more every critical hit deals 300% of it's damage. Now enemies, actors and classes can have their own base critical damage which can be increased or decreased using equipment and states. Video: How to use? Place the following tag in Actor/Class/Enemy/State/Equipment note fields: <CritMultiplier: [FLOAT]> Example: <CritMultiplier: 5.0> <CritMultiplier: 1.7> If placed in Actor/Class or Enemy note field, it'll be that actor's or enemy's base critical multiplier. If placed in State or Equipment note field, it'll be added to the actor's or enemy's critical multiplier total. E.g.: Actor has Crit Multiplier of 1.5 and gets a new state that has tagged 0.5 crit multiplier. Now Actor has 2.0 crit multiplier total. Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Take 1 HP and MP damage per step via Events Help
Nekotori posted a topic in Editor Support and Discussion
Hello everyone~ ^~^ I'm just wondering if I could make an event or a common event that makes the players HP and MP go down by 1 for every step they take? The idea is, I don't want a % decrease but rather an exact 1 HP/ and MP lost I want the player to receive a game over if either the HP or the MP goes down to zero. Since my idea is that the player traverses into two dungeons, the first dungeon reduces HP while the second reduces MP. Any help would be appreciated meow ^~^♥ -
In RPG Maker, weapons can be equipped to actors. You can also equip them to enemies if you use plugins like Enemy Equips. Weapons can provide parameter bonuses like extra atk and agi, but you can't specify a damage value for the weapons themselves. For example, if you wanted to have the normal attack skill's damage value to be equal to the amount of damage dealt by the weapon, you would be unable to say this directly. You could say that the "atk" bonus from the weapon represents how much damage the weapon can do, but if you were to reference the actor's atk, you would be including any additional atk bonuses that aren't part of the weapon. This plugin allows you to define weapon damage formulas, which can be used in your skill formulas if necessary. By separating the weapon damage from your atk, you have more control over how your want your skills to be set up! More information and downloads available at HimeWorks Free for Commercial and Non-Commercial use
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I'm looking for a script similar to spikes on tiles which damage the player however, On these, I want the player instead to have a state applied/removed.
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I found this before a while back, but now I can't seem to find it. Where do I find the damage rate for damaging floors in the core script?
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In RPG Maker MV, damage calculations are performed when one battler uses an action on another battler (including themselves). So for example, let's say your actor attacked an enemy using skill #3. The game would look at skill #3's damage formula and use that to determine the base damage that the skill can deal. In addition to this "base damage", we also have some extra damage modifiers, such as the guard effect which halves the damage received, as well as the critical hit modifier, which increases damage based on a critical multiplier. This plugin allows you to further apply additional damage modifiers, which essentially allows you to change the damage even further. These modifiers will be applied to states, so whenever the state is active, the damage modifiers will be used. State damage modifiers can be applied to both the attacker as well as the target. Attacker damage modifiers are applied before the target damage modifiers. More information and downloads are available at HimeWorks
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Author: Mr. Trivel Name: Minimum Damage Created: 2015-10-30 Version: 1.1 What does it do? Changes minimum damage from 0. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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What does it do? For people who like big numbers, but want to make them smaller in space. It adds postfixes to damage when it gets big enough - E.g. 1884B Author: Mr. Trivel Name: Damage Postfix Created: 2015-10-28 Version: 1.0 Screenshot: Required: damage.png Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Legal: Free for non-commercial games. For commercial use contact me.
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Hello everyone, this is my first post and everything is pretty new for me. However I managed to start making a game for my brothers birthday. Since yesterday I kept having a problem: Everytime I import a sound (doesn´t matter if .mp3 .ogg or .wma) it is immediatly damaged - that means if I try to play the file outside the game, windows tells me its damaged. This problem started out of nowhere (I didnt get any new scripts, drivers or anything). All previously imported soundfiles still work without any problem! As I said I tried importing different files - but all get damaged :/. Does anyone know this problem or maybe how to fix it? I would be very happy if yes. Thanks in advance Julian
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[(a.atk * 4.0) * (b.def / 100.0),999].min Ok so that's my formula I came up with. The damage is based on 999 as the max. Let me start by breaking down the formula. [(a.atk * 4.0) pretty basic. [ start of an array. a.atk * 4.0 so 4x the players atk. atk is capped at 255 in my game, or will be when I get a good min maxing parameter script. * (b.def / 100.0) Ok I know there is a Physical damage rate option in the game. Most people like to use that, I did not. Defense ranges from 1 to 100. the lower the defense, the more damage will get dealt. Think armor class from 1st and 2nd ed d&d. you want a lower number for more protection. This is because the enemies defense is being divided by 100.0. That will return an integer. so if you have 65 defense, you reduce all incoming damage by 35% I'll touch on what I want to do about this later. .999].min This just means if the damage exceeds 999 it will be set to 999 Ok so in theory this works. Defense wont remove a straight amount, it lowers the damage by a percent instead of a straight amount. I know I can use PDR to achieve the same effect, but I can also use this method and give people a visual representation. now unto the developmental part. see my first problem comes with def. What you see is not what you get. If you have 75 defense, that means you have 25% reduction. I'd like the defense stat to show the % that is being reduced. so if you have 75 defense, you reduce damage by 75%. I'm thinking I can do it with Yanfly's lunatic mode but I'm not entirely sure. If anyone has suggestions I'd love to hear it
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Hi, i'm doing a RPG project. I'm thinking about a new battle system, something different. I quite like combat system of the Valkyrie Profile and Yggasil game: But i don't want to copy their style. So, do anyone have an good idea for battle system? If so tell me plz. Thx
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Heyo, I was too impatient to finish the Skill Icons and then post this - that stuff actually requires work. So here's something I would like to throw out for critique - this isn't really a concept topic - since I have these skills written down and adjusted every now and then. So here goes nothing. The Foundation My Project creates Damage in a more unique way, but then again we all strive for this. So before posting up the Skills I have, I would to show how those skills actually work: Damage Formula Hopefully I did not scare you off by using math and that you're continually reading this trivial post. Now to the actual topic: Actor 1's (Let's call her Red) Skills Actor 2's (Let's call her White) Skills Actor 3's (Let's call her Purple) Skills Actor 4's (Let's call him Pink) Skills Additional Characters (Fusions, Summons, Transformations) Actor 34's (White's + Purple's Fusion) Skills Because Actor 34 is a unique character that can only be accessed within battle, she is not upgrade-able. She follows the traditional way of learning skills via level, her level being determined by the average of White and Purple's level. Main Skills Passives Actor 5's (Rose) Skills Rose is a summon that is only accessible during battle, meaning she is not upgrade-able. Unlike every other character, she already knows all her skills and her level is equal to Pink's level. Main Skills Passives