TroyZ 1 Posted March 31, 2014 this is the skill ideas that comes up in my mind Nether Strike, the damage goes bigger as the target's HP is lower a.atk * 5 + ((b.mhp - b.hp)/100) * 5 Hunting, if use this skill when equipping Shortbow (example Shortbow in database has ID 31), the damage will be 5X, otherwise damage will be 2X a.weapons.include?($data_weapons[31]) ? a.atk * 5 : a.atk * 2 Union Attack, if Erik use this skill when there was Natalie in the party, the damage will be 5X, otherwise normal damage a==$game_actors[1]&&$game_party.members.include?($game_actors[2]) ? (a.atk * 4 - b.def * 2) * 5 : a.atk * 4 - b.def * 2 Hell Stack, when the target have been inflicted by Poison, Blind, Silence, and Confusion, every one of four of these states will stack the damage by 100 c=4*a.atk-2*b.def;for d in [2,3,4,5];if b.state?(d);c+=100;end;end;c Venom Strike, skill that poison the target when target's HP is below 50%. the chance of poisoning the target is 50% c=rand(2);b.add_state(2) if b.hp<=b.mhp/2 and c==1;a.atk * 4 - b.def * 2 Share this post Link to post Share on other sites
Maliki 33 Posted March 31, 2014 (edited) I'm trying to make an ability that deals extra damage based on whether or not the target has a state present, only I want a range of states. Am I going to need to script this or can you pull an array while checking states? In looking around this thread and others, I'm trying this: if b.state[2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13] ; c=1.50 ; c=1.00 ; end ; ((a.atk*3)*c) /b.def ...for right now but it only gives me NULL (which is better than erroring out I suppose). Which I assume means it's not assigning a value to c. I'm really not sure where to go from here, anyone have any insight? You need to add a ? to the statement. Try: if b.state?[2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13] ; c=1.50 ; c=1.00 ; end ; ((a.atk*3)*c) /b.def Sounds like a reasonable formula, but I was wondering if you know the formula for inflicts a state if one of two states are available. For example, I have set Undead and Demon monster types as passive states (thanks to Yanfly's Passive States script), and I have a 'Smite' skill, which deals damage to all enemies. But if an enemy has one of the two state, the skill will not only deal more damage to them, but also inflict Blind upon them. How about: dam = a.atk * 3 - b.def * 2; if b.state?(x); dam *= 1.5; b.add_state(y); end; dam x - the state you are looking for and y is the blind state you add. Edited March 31, 2014 by Maliki Share this post Link to post Share on other sites
Nomorehero 1 Posted April 4, 2014 Can I create a skill with item cost with this formula? Ex.: Potion Bomb: a.atk * 5 - b.def * 2, game party lose 2 Potion. Share this post Link to post Share on other sites
TroyZ 1 Posted April 4, 2014 Can I create a skill with item cost with this formula? Ex.: Potion Bomb: a.atk * 5 - b.def * 2, game party lose 2 Potion. maybe like this? $game_party.lose_item($data_items[1], 2); a.atk * 5 - b.def * 2 i haven't tested it actually Share this post Link to post Share on other sites
Nomorehero 1 Posted April 4, 2014 Can I create a skill with item cost with this formula? Ex.: Potion Bomb: a.atk * 5 - b.def * 2, game party lose 2 Potion. maybe like this? $game_party.lose_item($data_items[1], 2); a.atk * 5 - b.def * 2 i haven't tested it actually Exactly, but this way it works well even without potions. Share this post Link to post Share on other sites
TheHarmp 155 Posted April 4, 2014 You could use http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-cost-manager/ to have the cost of the skill be 2 potions. 1 Share this post Link to post Share on other sites
Nomorehero 1 Posted April 4, 2014 You could use http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-cost-manager/ to have the cost of the skill be 2 potions. I know, but i wanna made a game without other script... Share this post Link to post Share on other sites
Xypher 176 Posted April 4, 2014 no not possible without a script Share this post Link to post Share on other sites
Nomorehero 1 Posted April 4, 2014 Really? Look at This... if $game_party.item_number($data_items[1]) > 0; $game_party.lose_item($data_items[1], 1); 100; else; 0; end; Impossible is nothing. 1 Share this post Link to post Share on other sites
+ Retired 274 Posted April 5, 2014 Well damage formula to my knowledge has a certain character limit. say you wanted potion bomber to take into account enemy hp and current state as well, etc also with that formula you will waste a turn and have no way of indicating to player it actually consumes a potion Share this post Link to post Share on other sites
Xypher 176 Posted April 5, 2014 (edited) Really? Look at This... if $game_party.item_number($data_items[1]) > 0; $game_party.lose_item($data_items[1], 1); 100; else; 0; end; Impossible is nothing. Can I create a skill with item cost with this formula? Ex.: Potion Bomb: a.atk * 5 - b.def * 2, game party lose 2 Potion. maybe like this? $game_party.lose_item($data_items[1], 2); a.atk * 5 - b.def * 2 i haven't tested it actually Exactly, but this way it works well even without potions. it has the exact same problem you stated before. It's still usable without any potions in your inventory. Edited April 5, 2014 by Xypher 1 Share this post Link to post Share on other sites
ArkhamVI 1 Posted April 15, 2014 (edited) does anyone know of a formula that will has different formulas based on if the target of the skill is either an ally or enemy? for those of you who played 'Champions Online', remember how the Radiant's (Radiant is a support class) 'Rebuke' power dealt damage to a target if the target was an enemy, but would heal if the target was an ally? that is the basis of what I'm looking for. I also want to make sure that the skill to deal holy damage if (and only if) the target is an enemy. I found out how to change the target of the skill from ally to enemy and vice-versa, I just need to know the precise formula for the effect. Edited April 15, 2014 by ArkhamVI Share this post Link to post Share on other sites
AJNR 156 Posted April 15, 2014 does anyone know of a formula that will has different formulas based on if the target of the skill is either an ally or enemy? for those of you who played 'Champions Online', remember how the Radiant's (Radiant is a support class) 'Rebuke' power dealt damage to a target if the target was an enemy, but would heal if the target was an ally? that is the basis of what I'm looking for. I also want to make sure that the skill to deal holy damage if (and only if) the target is an enemy. I found out how to change the target of the skill from ally to enemy and vice-versa, I just need to know the precise formula for the effect. if b.enemy? 100; else; -100; end Should work, I haven't tested it. Share this post Link to post Share on other sites
ArkhamVI 1 Posted April 20, 2014 does anyone know of a formula that will has different formulas based on if the target of the skill is either an ally or enemy? for those of you who played 'Champions Online', remember how the Radiant's (Radiant is a support class) 'Rebuke' power dealt damage to a target if the target was an enemy, but would heal if the target was an ally? that is the basis of what I'm looking for. I also want to make sure that the skill to deal holy damage if (and only if) the target is an enemy. I found out how to change the target of the skill from ally to enemy and vice-versa, I just need to know the precise formula for the effect. if b.enemy? 100; else; -100; end Should work, I haven't tested it. found a different way: b.enemy? ? 80 + a.mat * 2 - b.mdf * 2 : b.hp += 100 * a.mat 1 Share this post Link to post Share on other sites
Wendell 81 Posted April 24, 2014 I'm trying to make a skill that costs 1 of the party's items in inventory. If that item is not in the inventory, the player can't use the skill. Is it possible to do with a custom formula? Share this post Link to post Share on other sites
+ Retired 274 Posted April 25, 2014 You could use http://yanflychannel.wordpress.comg/rmvxa/gameplay-scripts/skill-cost-manager/ to have the cost of the skill be 2 potions. This question was asked and answered a few posts above yours on this same page .... You need a script to visually display cost and to consume an item Share this post Link to post Share on other sites
Clauderic 0 Posted April 30, 2014 Excuse me for being fairly new to the formula scene, but is there a way to preemptively null the animation if a spell misses? For example, Earthbound's Thunder spells would have a sound effect, wait for the result of a hit and continue the animation/sound/damage. If the spell missed, then the animation/sound/damage wouldn't occur. Thanks! Share this post Link to post Share on other sites
Piers 0 Posted May 12, 2014 Hello, I have a couple of questions 1) Am I doing anything wrong with this formula? rand(100) <= 50 ? b.add_state(1) It just doesn't work in the game, the idea of this attack is having a 50% to apply instant death to the target (yeah, I know I can make this easier but I want this attack ignores the death state rate, so I find this idea quite useful) it DOES work withouth the random factor thougth. 2) I want to make an ability just like Topsy-turvy in Pokemon "Topsy-Turvy reverses all stat changes on the target Pokémon, making positive changes negative and negative changes positive." I think I can make it with the .add_debuff(param, turn) and .add_buff(param, turn), but I'm not totally sure about how to use it Thank you very much if you can solve this problems P.D: Pardon me if my english is not the best, I'm not a english native speaker Share this post Link to post Share on other sites
Euphoria 147 Posted May 12, 2014 (edited) If it's like scripting, then you might need to add an "else" condition like: rand(100) <= 50 ? b.add_state(1) : 0 but I'm not sure. I don't know much on custom formula unless it's simply scripting. Edit: Tested and it does not work... hmm what way did you have it that did work? Just b.add_state(1) ??? It seems it only doesn't work with state 1, try it with state 2, it works, so I think the problem isn't your formula, but the way the death state is set up to begin with. Could you not just set it to do a really high amount of damage if the random number is greater than 50? For example: if rand(100) >= 50 ; b.hp; else 0; end Will always deal the targets remaining hp in damage if it rolls greater than 50. It could also be simplified to: rand(100) <= 50? b.hp : 0 Edited May 12, 2014 by Euphoria Share this post Link to post Share on other sites
Piers 0 Posted May 12, 2014 If it's like scripting, then you might need to add an "else" condition like: rand(100) <= 50 ? b.add_state(1) : 0 but I'm not sure. I don't know much on custom formula unless it's simply scripting. Well, it worked for me, so thanks Edit: Tested and it does not work... hmm what way did you have it that did work? Just b.add_state(1) ??? Actually yes, I just used this command and it worked! I'm confused now, how is even possible this works in my program but not in yours? x_x Ok, does someone know how to make a ability makes positive changes negative and negative changes positive? Share this post Link to post Share on other sites
Euphoria 147 Posted May 12, 2014 (edited) Well, it worked for me, so thanks Actually yes, I just used this command and it worked! I'm confused now, how is even possible this works in my program but not in yours? x_x Ok, does someone know how to make a ability makes positive changes negative and negative changes positive? Haha I have no idea, all I got everytime I use it was null damage, when I switched to state 2 it worked with poison, but switching back to death state wouldn't work... Anyways glad I could help Can you elaborate more on the negative and positive changes? Do you mean buffs? I doubt that's possible in the formula box. Edited May 12, 2014 by Euphoria Share this post Link to post Share on other sites
Piers 0 Posted May 13, 2014 (edited) Haha I have no idea, all I got everytime I use it was null damage, when I switched to state 2 it worked with poison, but switching back to death state wouldn't work... Anyways glad I could help Can you elaborate more on the negative and positive changes? Do you mean buffs? I doubt that's possible in the formula box. Yeah, changing a parameter's buff into debuff and viceversa, I thought it was possible with the damage formula, but I guess the character limit in the formula box is too much for this ability haha Anyways? any idea about how to make that? Edit: Is there a way to make an ability checks if the target has certain stats (I mean of a range of a stats, it checks if the target has ANY of them) Edited May 13, 2014 by Piers Share this post Link to post Share on other sites
Euphoria 147 Posted May 13, 2014 It could probably be done with a script, but I'm not expert at scripting. Seems like a tough skill to get working :/ Wish I could help more. Share this post Link to post Share on other sites
TheoAllen 830 Posted May 13, 2014 There're many way to check states. Your case could be done by [1,2,3,4].any? {|state_id| b.state?(state_id)} It will return true if the current target has any of 1,2,3,4 Share this post Link to post Share on other sites
Euphoria 147 Posted May 13, 2014 (edited) There're many way to check states. Your case could be done by [1,2,3,4].any? {|state_id| b.state?(state_id)} It will return true if the current target has any of 1,2,3,4 He meant a change in stats as in a buff/debuff, not states. Is there a way to check for buffs/debuffs and reverse them? That's what he wants to know. At least I think that's what he meant... Edited May 13, 2014 by Euphoria Share this post Link to post Share on other sites