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Showing results for tags 'damage'.
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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 ^^ -
Hello everyone, I am hoping someone can help me with a formula. a.mmp > b.mmp*2 ? (8*a.atk) : a.mmp > b.mmp*1.5 ? (a.atk*4) : a.mmp < b.mmp*0.5 ? (a.atk) : (a.atk*2) Hideous, is it not? Well my idea was that there is a skill that deals more damage if your MP is higher than the opponent's. The amount of damage boost you get (according to my original plan) would be determined by the difference between the two MP stats (a.mmp and b.mmp), but being the math genius that I am, I have no idea how I would make that happen in rpg maker's formula box. Example: If character A has 200 MP, and enemy B has 100, then the skill would gain a 100% boost to damage, but on the other hand, if A has lower, than the skill would deal less damage. So my ideal formula would be something like: a.atk * (percentage difference between a.mmp and b.mmp) Thank you in advance if anyone can help. :3
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I made a magic called "darkness" Its supposed to deal 9999 damage to the enemy and deal 666 damage to the user's HP but it kills the enemy then kills the user then revives the enemy then every other actor who uses the spell it just dies instead of killing it or "reviving" it this is the the formula I'm using Either I'm stupid and I made a very clear mistake or I don't know what
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An Increase in Skill damage per hit via Variable
Rezanta posted a topic in Editor Support and Discussion
Hey folks! First, if this is in the wrong place, please let me know and move it, thanks! Anyway, I was trying to achieve a formula that deals a naturally varied amount of damage, take the first damage amount dealt, deal that amount with a multiple of two, then repeat and deal the damage by a multiple of three. I've tried using the game variable method, but I'm not adept in the formula methods besides the basic algebra and the item calls. Would anyone have an idea on how to achieve this? -
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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Hey there, How do I make an enemy be docile until he takes damage, to which he will attack me back? Thanks for any help, much appreciated!
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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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Hi all, I was wondering if anyone has run into the same problem as me. I was almost certain I had this feature working before, for some reason now it doesn't. Basically, I have an MP Invest support materia that I can link to another to increase the MP cost and also the damage output. For some reason MP cost increases but the damage/effect doesn't. I have it set up in this way: <materia type: Support> <level icon: 538> <meffects: MP Cost: +100%, Damage: +100%> #really +10%, reason explained in spoiler ap list: 5000, 15000, 20000, 30000> <master value: 140000> I tried moving around a whole bunch of things in my project but no dice unfortunately... if anyone has come across this issue before, or any help would be appreciated Posted 17 hours and 33 minutes later Edit: even in a fresh project, damage plus doesn't seem to do anything.
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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 ^~^♥ -
Hello everybody! Pony in need! As everybody knows, the 'Damage Formula' in the Editor is pretty limited. I'd like to know to setup skills via Script Editor, so that I'd be able to create more advanced skills. I was never using it, never bothered by it, so that's why I have no idea how to setup that properly. Also, I'm terrible when it comes to refer to default parameters and terms ~ I'd create a battle system from scratch more easily than editing the default one a little. (Absolutely normal) Okay, so there are some questions: 1) How to setup a damage formula in the Script Editor properly? (I saw something, but what I know at the moment is irrelevant) 2) How to refer to particular battlers? (Just in case) '-> The caster '-> Each caster (by ID of the position) '-> All party members '-> Target enemy '-> Each enemy (by ID of the position) '-> All enemies '-> All party members and enemies (if there's a quick way, because I can always put two separate lines for that) ~ I'm pretty sure the parameters like atk/def/mat stays the same, right? So that shouldn't be a problem. 3) For example how could I implement these skills: Note: Don't mind the parts of description, that got 'Struck Through' as they're a different story. EASY: Strengthening Blow Deals 125% physical damage to one enemy. Increases max HP by 3% for 10 turns for each successful hit. Effect can stack 20 times. Endurance Increases max HP by 10% for 4 turns and recovers 25% HP. Effect can stack 3 times. Party Time! Deals 68% magical damage to all enemies. 10% chance of confusing enemy. Hastens all party members for 4 turns. Diamond Rain Deals 10% of magical damage to random enemies up to 20 times each. something like: NOTE: This is a mess and itd be great if that could be turned to proper Ruby code. =3 damage_formula = a.mat * 0.1 enemy1hit = rand(100) + 1 enemy2hit = rand(100) + 1 enemy3hit = rand(100) + 1 #etc... #it would be better to use '.each' to avoid crashing I guess? Help appreciated. =3 APPLY DAMAGE TO ENEMY 1 HERE if enemy1hit >= 80 APPLY DAMAGE TO ENEMY 2 HERE if enemy2hit >= 80 APPLY DAMAGE TO ENEMY 3 HERE if enemy3hit >= 80 Basically I just want to apply the damage pretty randomly for example: enemy1 was struck 17 times, en2 6 times and en3 11 times. Evade rate and stuff is a different thing. And let's put an advanced one: HOLY BALLS! Deals 100% lol damage to target and 60% lol damage to surrounding (I mean all ~ the rest of-) enemies. Increases physical and magical defense by 2% to all party members for each 100 damage dealt in total. now something like this: a.lol if TARGETENEMY a.lol * 0.6 if !TARGETENEMY && !PARTYMEMBERS damage_dealt = HOW TO GET THE TOTAL DAMAGE DEALT? Combining the formulas from above? ALLPARTYMEMBERS state.add(5) if damage_dealt >= 100 ALLPARTYMEMBERS state.add(5) if damage_dealt >= 200 ALLPARTYMEMBERS state.add(5) if damage_dealt >= 300 ALLPARTYMEMBERS state.add(5) if damage_dealt >= 400 etc. I'm sure there's a better way. NOTE: stacking buffs is a different story, so don't mind that. OR (AWESOME COMIC SANS FONT. I know you like it!) Would that be more effective to just use Shiggy's script? I'll appreciate any help! =3 WALL OF TEXT: READ FOREVER - Thread of the Year Edition ALL RIGHTS RESERVED
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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 keep encountering this 'Infinity damage' bug whenever I'm test playing my game. The boss only suffers from this right after using his 'Guard & Counter' skill, which gives him both 'Guard' & 'Counter' (100%). Has anyone else encountered this & know what causes it? Because all I can tell is that it triggers after hitting him while he's guarding & has counter.
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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?
- 3 replies
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- core script
- rtp
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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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So I'm trying to make the TP gauge act as a guard meter (like a barrier, similar to Guard in DA: Inquisition) But when I try to use it, well, it isn't working out so well. I get an error for undefined "damage" method when I toy with the make_damage function. I try to apply an @tp_damage and make a formula for the @hp_damage, but that causes the error somehow. And plainly shoving in Lunatic Damage and toying with it there yields the same results. Can anyone provide some insight? I really don't want to use the Lunatic States by Yanfly since I'd have to keep the states constant on everyone, and that would mean a ton of notetags. I'd appreciate the help, so thanks in advance for providing insight.
- 4 replies
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- inquisition
- dragon age
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Hello, This is my first topic in this forum and I hope that I post in right section (I'm French and i don't understand all that I read). By default in RPG Maker VX Ace, when we configurate a skill which hit all ennemies, damages are applicated in each ennemy one after the other. I would like a script to apply the damage and status on all enemies simultaneously. Can you help me, please ?
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Hello. So, the situation is this: I have made the own damage terrain by tagging those damaging tiles to 2. It's common event and game check if terrain tag is 2 and player get hurt if it is. And when I use certain item, I want those tiles to be safe. So basically I want to "disable" that common event, so it's not checking anymore, what the terrain tag is. Or alternatively solution is to change the terrain tag number itself, which the game is checking, so it would not be corresponding anymore. Any help?
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So, in my game, there is a jump attack since it is a Mario game and it would be weird if there wasn't. I've made jump it's own element for the sake of my enemy being immune to it. This enemy has a lot of spikes on it's back. I'd like to make it so if the player attempts to jump on this spiked enemy, they would take 10% of their health in damage. Is this possible? Thanks in advance.
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Script in question I have it working but whenever I am dealt damage by the slip, it popups twice. It applies it once though. Just popups twice. Demo
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- adiktuzmiko
- popup
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