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Events of the Pandora's Box

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[RMMV] Best way of doing damage formulae??


So I did a quick video of this, using only regular attacks with enemies (I had to set Fauna from level 1 to level 6 in order for her to not die in one hit to some enemies lol. I think level 6 is good for her though). I have the enemy stats in the description as well as Fauna's (not speed though), so it's all there, as well as the damage formulae.

I'm debating if this is good at all or not. Maybe for THIS area, but I don't know how much it'll affect later areas (or skills. I haven't touched skills at all for enemies, which is the next thing I'll have to do, oh boy!). Like turns are going to matter (you also get a look at how the battle system works, it's FFX style as you can see in the upper right) so Speed is a big stat, but I also want all the other stats to matter as well (as you could see, the Fairy with 8 ATK did 0 damage to Fauna, who has 18 DEF. Fauna with 19 ATK was doing somewhere around 20 damage to the Bear that has 35 DEF, but around 65 to the Wolf which has 12 DEF.

I guess the biggest thing here, as stated, probably needs to revolve around HP moreso than the stats? Though buffs/debuffs will definitely change how battles will go (obviously you don't have the big buffs/debuffs at the start of the game).

I don't know, I guess I'm looking for some input/help in regards to this from others, since this is a tricky thing for me to deal with. I don't think I handled it THAT well in Touhou Fantasy, but I did it good enough that the system handled it then, but since MV has way more flexibility than 2k3...yeah.


EDIT - I have found the plugin for skill mastery for skills (the more a skill is used, the higher leveled it'll get, giving it more effects). With the formula as such:

value * (1.00 + (level * 0.20)) // +20% per level

Where level is the skill mastery level, and value is the formula of the skill. So in the case of say...Fauna at level 6 with 49 MAG vs. a boss with 20 MDEF, with a skill that does damage equal to (150 + Fauna's MAG x 4 - Target's MDEF x 2) with 0% variance....that should be 306 damage normally at level 0, but at level 1...367 damage because +20% more damage I think?? So the question is, how to balance this out...hmmmm....

[RMMV] Xenomic's Question Thread!

author=Marrend
Well, you'd likely need one switch per platform, the way that puzzle works.



So, I got the puzzle to work! However...now the hard part is making it so that if you can't move at all (for example, if you start from the bottom, and go left and up, you're stuck there), that it teleports you back to the start. If you entered from the start, it'd place you at the bottom, and vice-versa from the top. My brain isn't figuring out how to do this though reliably (I was going to set it as If X switches are on/off, then it'd do it. The problem is, I tried this with the 2nd to bottom left rock, but if I go left and up, I'm stuck and nothing triggers, but if I go up and left and trigger the same scenario, it will trigger because all the rocks are off for it, despite that the bottom left rock you never touched.

I'm assuming I need a Parallel event and something that tells the game that you can't move anymore, but what exactly was it??? It's the last piece of this puzzle I have left to do.


EDIT - So I figured out how to do the coordinates. However, there's an issue that comes from this I found! So, if you hold the OK button and you can still move (i.e. you jump to the left, and there's a rock that you can jump to your left now available), using this feature will make you warp back to where you need to go BUT still perform that action (because apparently pressing OK on a Player Touch event activates it??). Meaning you have to press it a second time to get the player back to the right spot. Dunno if there's a workaround for this but...at least I figured it out after some musing.

[RMMV] Best way of doing damage formulae??

The thing too is I WOULD like to have the abilities level up and get stronger throughout the game (350 at the start of the game might be TOO much honestly lol), so that all abilities stay relevant throughout the entire game, so that might make things a bit tricky. Sure, this setup does work with making magic skills for anyone being super strong (especially for someone like Fauna who's the only one that can hit those high numbers with this setup), but it's also easy for this setup to outright fail due to someone dying (especially Fauna) or being dispelled or whatever nonsense might happen.

It's kinda like trying to roll for Exodia, I guess lol. Taking a big risk for that victory! But yeah, maybe I should try to aim for number of turns?? Though you don't have access to all these abilities right from the get-go (you do learn them over time as you level up), so it's not even like you can do this immediately. And I'm not sure if the 50% variance balances it at all or not, seems like it might unbalance it? lol

That does remind me that there are some abilities that naturally hit 4 times (usually low damage though), and one character has an ability that hits multiple times based on her level (so every 10 levels, the ability gets +1 additional hit, up to 9 hits at level 99 I think). Gonna be fun to balance those properly!

[RMMV] Best way of doing damage formulae??

Hm...true. My game is set as CTB style (ala FFX), so it's still based on speed and stuff, but you can't just switch to another character on a character's turn, and enemies can't take actions during that character's turn (you can switch party members out in the middle of a fight at any time though, but only with the currently active party member). It's also to stack a bunch of buffs on characters and make them do obscene damage if setup right. For example, Fauna (the main character) can be setup to do a buttload of damage (taking that ability from earlier, which is how all 4 of her elemental abilities are):

150 + a.mat * 4 - b.mdf * 2 (50% variance)

Let's ignore the 50% variance and put it at 0% for now. So let's say it's an enemy with 100 MDF and she has a MAT of 100 as well. So that'd be 350 damage without variance (if I'm doing my math right). She has a buff that gives +20% Magic, and another buff that gives her +200% magic damage at the cost of halving her healing power (can use again to reverse the effects). On top of that, she can get a +50% Magic buff from another party member, a 3rd party member can grant a magic damage by 50%, and another character can grant x2 elemental weakness damage buff to the party. And another party member can grant Dualcast (only for magic spells).

So that's +250% magic damage boost, with +70% Magic boost, and +200% elemental damage boost, and doublecast. So with all that, the damage becomes from 350 to like...1487 without elemental damage and 2975 with elemental damage, excluding doublecast? Of course, that's a heck of a setup to do, and I don't know how viable that is but...I also want to make sure that skills stay useful throughout the entire game too and get stronger over time. That one damage formula up there seems good but...as stated, might be hard to keep in check? lol

(And that's just one character. Another one can do some nutty things in term of physical damage and how low her HP is)

[RMMV] Xenomic's Question Thread!

(For those wondering why I didn't put the damage formulae topic here, I felt that was more of a separate thing altogether that others may be able to talk about for their game too).

In other news, here's a question for ya'll! I thought of doing this, and looked up how to do this "clone" puzzle of sorts, by using a script to call when the player is dashing or not (not holding the button since you can just turn on/off dashing in the menu)

https://streamable.com/hj59q7

Now the question is...is it possible to make it synced up? Or is it always going to be delayed?? I am thinking of making a maze puzzle out of this for a segment of Realm of Time (it's more Realm of Space maybe, but it'll work for Time), and dunno if this may cause an issue?? And in regards to this, is it possible to have the "clone" mimic whoever is the leader sprite of the party (i.e. if it's Fauna, clone would be Fauna. But if it was Mumei, then it'd be Mumei, and so on and so forth). Just to keep it consistent, ya know? It's not a BIG deal but...thought I'd ask.

Also, in regards to Dashing being on/off in the menu, if the player has Dashing turned on by default, does this affect events at all?? If so, should I check whenever the player is dashing or not at the start of events and adjust the player speed??

[RMMV] Best way of doing damage formulae??

Hmm...I see, I see. As an example of one of my abilities, I have it set to this:

150 + a.mat * 4 - b.mdf * 2 (50% variance).

That's generally what I have for magic attack damage, with a raw damage formula (highest Magic can go is 255, same with Magic Defense, for both enemies and allies (I think enemies only hit 255). I don't know if buffs actually go beyond hard caps.

I guess I'll have to actually put in an enemy and adjust stats around it (first enemies are basic, and you have one party member for that area. When I used to work on Touhou Fantasy, I did try to balance enemy stats around what the party's stats were at that time, including HP and resists). Probably why I'm thinking so hard on this lol. And now that I can actually DO something with damage formulae, been thinking about this a lot. But yeah, I'll just have to test it as I get to it! If anything, I suppose with the default formulae, adjusting just the DEF/MDF stats of the enemies might be more than enough??

[RMMV] Best way of doing damage formulae??

So, soon I'll be working on enemies, and this means I will need assistance with making sure damage is fine between enemies and allies. I am using the default formula for physical and magic damage for most things, but the thing is, I have it set so that ATK/DEF/MAG/MDEF/SPD/Luck cannot go above 255 (that's the max for the player anyways. It's hardcapped, and HP is hardcapped at 9999 and MP at 999). I'm not sure if this will be a problem in regards to damage between enemies and allies, and was wondering what people may suggest in regards to stats that are set as such?

Also, I heard there was a Yanfly plugin that allows leveling up of skills depending on how much they're used?? If so, what plugin is that? I may use that since my idea of leveling up skills may take too much work and/or might not be viable...

Screenshot Survival 20XX

At the end of mapping stuff, having difficulties with some maps. I posted about this in another topic, but the final dungeon has 5 Realms to it with 5 room per Realm (based on the 5 concepts of Nature, Civilization, Time, Space, and Chaos. It is a Hololive fangame, for those that aren't aware).

These are the maps I've done so far:

Civilization:

Room of Civilization - Stone Age:



Room of Civilization - Iron Age:



Room of Civilization - Medieval Age:



Room of Civilization - Modern Age:



Room of Civilization - Future Age:





Nature:

Realm of Nature- Creation:



Realm of Nature- Water World:



Realm of Nature - Ice Age:



Realm of Nature - Forest:



Realm of Nature - End Times:





Chaos:



So the gimmicks with Nature is it loops around both ways, and there are damage tiles and other terrain hazards, but it's a fairly straightforward Realm. Civilization is more straightforward, as it's one exit only, though there are on-screen enemies to deal with in each room. Chaos is the rough one, as it wraps around the entire map and is a teleport maze. There are indications of the right paths, but it's a bit tricky to get to the exit.

I don't know what to do with Space or Time yet, been sitting here the entire day thinking on Space since I figured that'd be easier to do than Time, but no dice! Once I get these two Realms done, I can finish the rest of the mapping for the game and then start working on the next phase (probably starting with enemies so I can start testing them).

[RMMV] Xenomic's Question Thread!

So, was thinking of how to do the Time Realm in my game, and I think an interesting idea would be that after X seconds, you'll be whisked to another of the 4 rooms (probably in an order), and this is how you're meant to progress to the end. However, the question here is: What's the best way of setting this up? Obviously setting it up so that you can get from one point to another, but what, say, it teleports you into an object you're not meant to be in? Is there a way to track that and then change the map immediately perhaps??

[RMMV] Xenomic's Question Thread!

Ok, so working on 2nd to last dungeon of the game, which has zero random encounters except for enemies that are chasing you (you're not meant to fight them. If they catch you, you can still run, but will want to make sure they are stopped for a few frames so that you can escape from them afterwards). The question here is, how to make it so that the enemies follow the player through maps?? I've never done this before (I don't even know how viable that was back in 2k3 and I never tried lol), and don't know if there's a plugin for that, or if it's easier to do via events??

I haven't set the map up yet, and don't know how long this section will be. The idea is this:

At the start, the player is chased by "Grimmace??" (yes, that's an actual enemy here. It's the Forest of Nightmares, so take that as you will lol), and if it catches the player (you have two people at that time), you have to fight it. Run away, and it's stunned for a bit while you can escape. As you progress, you'll get the rest of the party during the segment, and each one brings a new one that chases you. So at the start, you're stuck with 1 party member and Grimmace?, then when you get the next party member a couple screens later, you are chased by "Barnold?" (a reference to Fauna and Bae's playthrough of Amnesia The Bunker, as they called the creature there that), then when you get Kronii, "Cortana?" is also chasing, and finally with Mumei joining it's "Horse Girl??". So by the time you get her, you have 4 things chasing the party.

Now, I don't know if that's TOO many enemies chasing the player or not, but is this viable to do in MV?? If so, how viable?