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Otabo
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Sarasaland Adventure
Mario and Princess Peach travel to Sarasaland to embark on a journey to stop King Bowser! A challenging adventure for real Mario players only.
Mario and Princess Peach travel to Sarasaland to embark on a journey to stop King Bowser! A challenging adventure for real Mario players only.
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[VX ACE] Storing damage dealt into a variable?
It works perfectly. No conflicting scripts or anything of the sort. Now I just need to figure out who in my game could put it to use. Thanks so much, I needed something like this. I'll definetly make sure to credit you in my game.
[VX ACE] Storing damage dealt into a variable?
Nice. I'll test it out this weekend. Would I need to insert this as its own seperate script, or would I need to insert it elsewhere?
[VX ACE] Storing damage dealt into a variable?
[VX ACE] Storing damage dealt into a variable?
[VX ACE] Storing damage dealt into a variable?
Haven't been lucky trying to find an answer for this one so far, but is there a way to store the damage dealt by an enemy into a variable during a battle? I'm looking to create a skill that uses the number in said variable in its damage formula.
[RMVX Ace] - Using an equipped weapon's attack power in a damage formula?
I am indeed using an enemy level script, so I do get different numbers with that formula. But let me give a little insight:
The first character the player gets to control starts at level 1, with 80 HP and 45 attack power, including the weapon he starts equipped with, which has 14 attack power. First enemy in the game (depending on what's encountered) can spawn anywhere from level 1 to level 3 depending on RNG, has anywhere from 50 to about 60 HP and has defense from 14 to 16. The normal attack's variance is 10, so with my formula, a normal attack (if it doesn't critical) does anywhere from 32 to 39 damage. Enemies use another formula for their normal attacks, so this formula only applies to just some of the actors.
While the damage is noticeable as the player changes weapons and/or levels up, even while enemies slowly level along with them, it's a little less noticeable later on in the game. Which is why I was hoping to somehow include some way to incorporate the actor's equipped weapon's attack power somewhere in that formula to make making the damage from each weapon equipped more noticeable during mid to late game. Sorta how like FFXII's weapons are, I suppose. Or maybe I need to adjust the defense gains enemies get in the enemy level script. Hmm.
I'll fiddle around with it more tomorrow and see what happens.
The first character the player gets to control starts at level 1, with 80 HP and 45 attack power, including the weapon he starts equipped with, which has 14 attack power. First enemy in the game (depending on what's encountered) can spawn anywhere from level 1 to level 3 depending on RNG, has anywhere from 50 to about 60 HP and has defense from 14 to 16. The normal attack's variance is 10, so with my formula, a normal attack (if it doesn't critical) does anywhere from 32 to 39 damage. Enemies use another formula for their normal attacks, so this formula only applies to just some of the actors.
While the damage is noticeable as the player changes weapons and/or levels up, even while enemies slowly level along with them, it's a little less noticeable later on in the game. Which is why I was hoping to somehow include some way to incorporate the actor's equipped weapon's attack power somewhere in that formula to make making the damage from each weapon equipped more noticeable during mid to late game. Sorta how like FFXII's weapons are, I suppose. Or maybe I need to adjust the defense gains enemies get in the enemy level script. Hmm.
I'll fiddle around with it more tomorrow and see what happens.
[RMVX Ace] - Using an equipped weapon's attack power in a damage formula?
a.atk + ((a.atk + a.level).to_f / 32) * ((a.atk + a.level).to_f / 32) - b.def * 0.7
That's a formula I'm using for normal attacks. The issue I'm having is if I place a.w_atk in the formula, the result returns 0. Then again, since I am using a lot of scripts, there very well may be a conflicting script issue somewhere.
That's a formula I'm using for normal attacks. The issue I'm having is if I place a.w_atk in the formula, the result returns 0. Then again, since I am using a lot of scripts, there very well may be a conflicting script issue somewhere.
[RMVX Ace] - Using an equipped weapon's attack power in a damage formula?
Hmm, either it was how I put the formula in or the way I set it up, but it keeps returning as 0. But I'm not going to bother with it to be honest, because I've come up with another formula some time ago which I've had no problems with in the past (balance-wise), so I think I'm just going to use that instead. Not to mention I've got way too many skills set up as normal attacks as it is, and it'll be a pain to change them all to include individual weapon power. This was just something I happened to think about and I was just curious if it could be done. I'll keep this in mind in case I change my mind, though.
Thanks for the help, anyway.
Thanks for the help, anyway.
[RMVX Ace] - Using an equipped weapon's attack power in a damage formula?
I'm currently testing out some damage formulae for normal attacks with equipped weapons. I have a few that work fine that I'll use for backup should this not work, but what I would like to know is this: Is there a way to use the weapon's individual attack power in a formula separately from the character's total attack power? Could I find it somewhere in the default scripts, perhaps? I don't need the character's attack power with the weapon equipped, but the actual power of the equipped weapon itself. Like, say if the character has 40 attack power without the weapon equipped. The weapon he equips has 20 attack power, giving him 60 total attack power when equipped. How would I write the 20 in the damage formula?
Shadows of Evil: Wings of Time Deluxe
author=Dyhalto
I had that glitch like three years ago. You haven't fixed it yet?
Well I assumed it was fixed then, but I guess not. Besides, I haven't bothered with this game since its last update. Only time I deal with this game now is if somebody needs something fixed or if someone asks me about something that isn't in the walkthrough and I have to open up the game to check for myself.













