HOLYGABRANTH'S PROFILE

I've been working on VX Ace since it came out and I've only recently begun my attempt to work on the script. I apologise if I seem really needy for scripts and scripting tips. I'm trying my best to learn with no programming background.

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[SCRIPTING] [RMVX ACE] Damage Calculation Re-Amp and Small Database Edit

author=JosephSeraph
You can use one of them to simulate the 75 str/def cap.

The YF script only edits general statistics and all parameters simultaneously, nothing specific. Where in the code could I make an edit to target each of the six parameters?

[SCRIPTING] [RMVX ACE] Damage Calculation Re-Amp and Small Database Edit

Hi everyone, I've been playing with RM VX Ace for a while and the one thing I've been wanting to change from the default engine is the way Defence properties work.
I basically need a script that changes base calculation methods in the engine.
So if any one is up to the challenge of creating a new Damage System script or at the very least telling me how to make a custom formula to change the properties of stats in the following manners below, that would be a world of effort off my back.
Again, feel free to call me crazy.
I'm just not satisfied with the simplistic properties of damage I've seen on the site or any script source.

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I need to do the following:

1 - DEF and MDF paramiters in the database need to be relative to percentage of damage reduced.

example: My LV1 warrior has 5 starting DEF thus he naturally takes 5% less
physical Dmg. On top of that, his coat gives +4 DEF so now he takes
9% less physical dmg. In short, 1 DEF in the database = 1% less
physical dmg.

2 - MDF and DEF cap at 75.

3 - ATK and MAT = Actual Damage. I'd like to still be able to mess with a variable of +/- 25%

3 - Elemental attributes apply to Final Damage.

example: A deals 100dmg, B has 50DEF, B takes 50dmg. However,B is weak to
A's attack, thus the final Damage increases by 50% so now B takes 75DMG
(always round up if a decimal is present).

4 - The Best Case Scenario Formula(optional):

(A ATK and/or MAT) + (buffs, de-buffs and armour bonus) + (Skill dmg and effect) + (Damage variable of +/- 25%) + (Weapon ATK and/or MAT) = (A's Attack Power)

(A's Attack Power) ---> (B's Armour DEF and/or MDF) + (B's Buffs and B's DEF and/or MDF) = (Final dmg) X (Elemental multiplier of 1.5 or 0.5)

5 - If the above formula works I want to be able to target(optional).
ANY of the 11 values with skill/buff effects.

Thanks to anyone who actually read this. Hopefully I get at least a reply.

If you also want/need a copy of all my script I'm happy to give it to the person who wants to edit my damage system.

Yanfly Engine Ace - System Options

author=MarkusT
I was thinking, you could also add an option to change the opacity, as well as what window skin in particular you might be using.
Just a thought though really.

It exists: http://rpgmaker.net/scripts/208/

And Yanfly, I was wondering if you could make this window accessible on the Main Menu. I'm just the kind of guy who usually likes to mess with options before the game starts.

Window Color Opacity

Thanks for the nice update, The only problem now is that the opacity defaults to 0 at boot-up. I've also noticed that event triggered change only kicks in once the menu has been opened. Any idea how to start it at a custom number upon game launch?

Window Color Opacity

Any tips on how to work this into YanFly's System options screen?

Yanfly Engine Ace - TP Manager

It's nice that this allows an increase in the TP cap but how do I change the engine's cap of effectiveness from 100 to something higher(example: My character has 300 tp available but my moves can only consume a maximum of 100)? I'm also stuck with TP percentages being relative to 100TP as opposed to my character's maximum at 300.
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