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Found 8 results

  1. jamesdomus1861

    Damage formula help

    Hi, I'm working on a fangame and need to do some (I think) advanced formulas based on skills in that world (Dragon Age). I was thinking about a formula that added damage based on the attackers MHP. Would (a.mhp / 3 - b.def) work? What I specifically think it does is take the attackers MHP, divide by 3, then subtract the defenders DEF. A separate question, how can I direct a skill that has the option of (One Ally) to a specific Ally? Like, the player has a party total of 3, a warrior, rogue and mage, but the warrior wants to target the mage ally for a skill, not randomly choosing (One Ally). Is that possible? What I'd ideally like is a mentor to help me learn all I can about VX Ace. I absorb knowledge quickly. Thanks for your time, James
  2. I need some help understanding Accuracy/Evasion in RPG Maker VX Ace. I know there are invisible "ex-parameters" called HIT and EVA which default to 0% but can be modified in the Features or Effects sections of various tabs; however I have thus far been unable to find the formula for how this affects chance to hit. The program's Reference Material says only "if accuracy on the attacking side is 90% and avoidance on the target side is 10%, avoidance will be 10% of 90%, resulting in the overall accuracy being calculated at 81%," which is unclear to me. 1. What is the default formula for HIT/EVA in VX Ace? 2. Can the HIT/EVA formula be modified (for instance to factor in AGI)?
  3. One of the features I personally enjoyed making in Cupid the text game, was skill trees. The types of damages and advantages that could be gained from vesting skill points into specific skills of a Skill tree really helped make the game something with great customization. An example skill tree was Defense, and in it was a skill called Light Armor Proficiency... it's defense modifier was (stamina + (0.02 * lap ) * buffer_def) Now I'm all about using pre-existing materials, but I don't know how easily a skill tree like this would be implemented. But I think it could let the player really take advantage of custom qualities and aspects most RM games seem to not have, in my opinion. The only issue was keeping track of the array ids for those skills. What are your feelings on skill trees for RM games? Do they add to the level of capabilities, or hinder the player?
  4. I've been staring at these formulas for a long time but I can't find the problem. Formula 1: if a.hp = 0; a.hp = a.mhp / 2; a.remove_state(109); else; a.hp – a.mhp / 20; end; 0 Effects: These effects last until your health reaches 0. All damage taken is reduced by 30%. 50% chance to reflect magic and 100% chance to counter physical attacks. When you counter-attack, the defense of the target is halved during the next turn but the caster loses 5% HP. Caster is Immune to death for the duration of the state, Angelus Protection. When health reaches 0, you are reborn with 50% health but you lose your Angelus Protection. Formula 2: if a.mp >= a.mmp / 10; a.mp – a.mmp / 10; else; a.hp – (a.mhp / 20); end; 300 Effects: The Caster counters all physical attacks with 300 pts of damage at a cost of 10% MP. If Caster’s MP < 10% of MaxMp; then 5% of MAXHP is taken instead. This spell will last for 10 turns. Found any glitches?
  5. Hello everyone again, I'm still working on my "Merchant" Character, and now I have another newbie question. The attack lets the character heal half of the damage suffered paying its cost with money... well I did an attack with healing PH and in the formula I wrote: g=((a.mhp-a.hp)/2).round; $game_party.gold>= g?g:0 Now, I need something like: g=((a.mhp-a.hp)/2).round; $game_party.gold>= g?g:0; $game_party.gold>=g? $game_party.gold-=g:0 but when i write it the game crashes. Can anyone tell me why and how to fix it? ¡¡THANK YOU SO MUCH IN ADVANCE!!
  6. Hello everyone, first of alI I apologize for my english. I have read several topics about formulas but I''m not good at this so I need some help with a very easy question: I need a formula for an attack wich makes more damage as much as a many allies in battle are dead: Ex. No ally is dead=> c=0; c*a.atk-b.def if 1 ally is dead => c=1; 1*a.atk-b.def if 2 allies are dead=> c=2; 2*a.atk-b.def [...] I don't know how to check each ally "state(1)" to get a number for c. Thank you for your help.
  7. I am currently using Yanfly's Lunatic Damage script as it allows me so much freedom. I like freedom. So my damage formula is pretty interesting to say the least. I am not the cleanest when it comes to scripting in ruby, as I don't really know ruby as well as I'd like. So I created a simple system that would let the individual weapons hold their own ATK stat independent from the ATK modifier listed on the weapon. I did this because I turned ATK into STR to represent the characters strength, not the damage of the weapon. Then, I created a small script that consists of just global variables which lists the damage for every weapon in my game. So something like this $Dagger = 24 $MKnife = 28 $MRod = 32 So when damage is calculated, it runs down the list and determines which weapon is equiped to the attacker, then puts the DMG value there for my formula. if user.weapons.include?($data_weapons[2]) damage = $Dagger end if user.weapons.include?($data_weapons[3]) damage = $MithrilKnife end if user.weapons.include?($data_weapons[4]) damage = $MithrilRod end I did it this way because I intend to have accessories or states modify specific weapons in the future. I also did it this way because I didn't want to create 68+ skills devoted to individual weapon damages with Yanfly's weapon attack replace script. This ensured I only need one formula and all weapons are covered no matter who uses the weapon on the team. So when calculating damage, I first take the attackers STR (ATK) and double it, so something like str2 = a.atk * 2 However, I put in an absolute value of 255 but the actors can have 130 STR str2 = a.atk * 2 if a.atk >= 128 str2 = 255 end Next, we round out the variables. if user.state?(4) wdmg = damage / 2 else wdmg = damage end attack = str2 + wdmg value += wdmg + ((a.level * 2 * attack) / 32) * 3 / 2 so wdmg is the finalized weapon damage. Like I said, states can modify things, So far I only have one, rust, which reduces weapon damage by 50%. As I add more to the game, that part will become a bit more complex. Anyways the character's attack rating is determined by adding str2 and wdmg together. That is their Attack stat for this formula. Now, those that played ff6 will probably note that this formula looks familiar. It does. It isn't the exact formula ff6 used, but it is modified from ff6. Truth be told, I'm still modifying it to tweak the damage figures just right. Currently, with 128 STR, and the best sword in the game with a dmg of 255 does about 5k - 6k damage. between there. again though, that is at lv 99 with 128 STR and a 255 dmg. so I'm still tweaking to get the numbers I want to be just right. So that's my complicated physical attack. So tell me what you think. I can always use more constructive opinions on this matter. If you know a way to simplify what I'm going for I'd me more than happy to hear it lol
  8. Here are my formulas. I'm using the MOG ATB system. So the game is based on attack and attack rate. Basically, I'm wondering is any of them you feel is overpowered or underpowered from the rest. Is one too fast? too weak? too slow? too strong? health is too low? health is too high? or anything else you see that might be a problem. About MOG ATB Speed decides the rate for example. Brute is 2X faster than Destructive Tank. So Brute get's a chance to attack twice before the Destructive Tank get's a chance to attack. Classes(Weak/Fast to Strong/Slow) Flash Lightning Speedster Quick-Stepper Averager Brute Juggernaut Tank Destructive Tank Weakness Effect Formula Base Damage * 6.328 * 1.25 = Damage w/ Weakness Effect Resistance Effect Formula(Just encase you wanna know) (Base Damage * 6.328) / 1.25 = Damage w/ Resistance Effect Damage Formulas Base Damage * 6.328 = Damage w/out Weaknes Effect Base Damage * 7.91 = Damage w/ Weakness Effect Things you might want to know before you continue!!! I got 7.91 from (6.328 * 1.25) Damage w/out weakness effect is going to be the damage done to the target Base Damage is just what you see in your status menu Class - Speed - Base DMG - DMG w/out Weakness FX - DMG w/ Weakness FX Flash 127 52 329 411 Lightning 109 88 566 696 Speedster 91 124 784 981 Quick-Stepper 83 140 886 1108 Averager 76 154 975 1218 Brute 66 174 1101 1376 Juggernaut 55 196 1240 1550 Tank 47 212 1342 1678 Destructive Tank 33 260 1645 2056 Health Formula Damage w/out Weakness Effect * 2 Class - Health Flash - 658 Lightning - 1132 Speedster - 1568 Quick-Stepper - 1772 Averager - 1950 Brute - 2202 Juggernaut - 2480 Tank - 2684 Destructive Tank - 3290 Is there anything I should change?
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