DAMAGE FORMULA - HOW TO MAKE IT WORK?
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That script name and line number point directly to the method that applies the critical multiplier, so I think that is your problem.
Found the problem. there was a comma there. so that was my bad(no even sure how it got there. Edit: I blame sleep deprived shenanigans).
It works now but when i put the formulae.physicaldamage(a.atk,b.def) in there it does no damage.
if i do f.pd(a, b) or f.pd() i get line18 argument error, comparison of Fixnum with true failed.
It works now but when i put the formulae.physicaldamage(a.atk,b.def) in there it does no damage.
if i do f.pd(a, b) or f.pd() i get line18 argument error, comparison of Fixnum with true failed.
Well, unless you've changed it, it should be
As for your other problem, that would be my sleep-deprived shenanigans coming into play. I'll have it fixed soon.
EDIT: Delete the second script I gave you, and replace it with this:
This also lays the groundwork for skills that ignore the damage cap.
Formulae.physical_damage(a, b)
As for your other problem, that would be my sleep-deprived shenanigans coming into play. I'll have it fixed soon.
EDIT: Delete the second script I gave you, and replace it with this:
class Game_Battler # Overwrites method Game_Battler#make_damage_value def make_damage_value(user, item) value = item.damage.eval(user, self, $game_variables) value *= item_element_rate(user, item) value *= pdr if item.physical? value *= mdr if item.magical? value *= rec if item.damage.recover? value = Formulae.critical_damage(user, self) if item.physical? && @result.critical value = apply_variance(value, item.damage.variance) value = apply_guard(value) @result.make_damage(value.to_i, item) end end class Game_ActionResult # New damage_uncapped attribute attr_writer :damage_uncapped def damage_uncapped? @damage_uncapped end # Overwrites Game_ActionResult#hp_damage def hp_damage (self.damage_uncapped?) ? @hp_damage : Formulae.clamp_damage(@hp_damage, @battler.mhp, @battler.hp) end # Overwrites Game_ActionResult#hp_drain def hp_drain (self.damage_uncapped?) ? @hp_damage : Formulae.clamp_damage(@hp_drain, @battler.mhp, @battler.hp) end # Redefines method Game_ActionResult#clear alias_method :original_abe_clear, :clear def clear original_abe_clear() @damage_uncapped = false end end
This also lays the groundwork for skills that ignore the damage cap.













