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Damage Formula - How to make it work?
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.
Damage Formula - How to make it work?
Damage Formula - How to make it work?
getting an error when i load the test battler.
Script 'Game_Battler' line 385: SyntaxError Occurred.
Unexpected Keyword_end
End
Script 'Game_Battler' line 385: SyntaxError Occurred.
Unexpected Keyword_end
End
Damage Formula - How to make it work?
Nah bosses too. it prevents PC cheese. Hm..is there any way to include a flag in the skill to ignore that 20% protection though. Like If (item.flag.IgProt) = True
Damage Formula - How to make it work?
Thanks pete. Im still trying to figure stuff out, but i take it i just copy/paste all this in to a section under 'materials' in the script editor?
Damage Formula - How to make it work?
i still need to find a way to prevent enemies and PCs from dying when over 20% HP. The reason why is because stats in this game are going to be static(IE, no leveling). To prevent one hit KOs from damage i kind of need that.
Damage Formula - How to make it work?
Ok. I found out the problem with the damage formula. What was happening was RPG Maker VX Ace doesn't like decimals. So it was causing problems. I managed to alter the formula so i'll post them here:
Physical Formula: ((a.atk * 1000) / b.def * (15 + rand(10))) / 1000
Magical Formula: ((((a.mat * 1000) / b.mdf) * 5) / 1000) * (1600 + rand(200)) / 1000
Physical Formula: ((a.atk * 1000) / b.def * (15 + rand(10))) / 1000
Magical Formula: ((((a.mat * 1000) / b.mdf) * 5) / 1000) * (1600 + rand(200)) / 1000
Damage Formula - How to make it work?
i'll have to fool around with it but i'll see if its the same. Thanks.
Now i just have 2 other things to figure out:
How to prevent the enemy from KOing you unless your below 20% HP, and how to implement some kind of counter so that when your hit, it goes up and when it reaches 100, you enter a state. But i think i can figure those both out with time.
Edit:Just tried out the formula and i don't think it works. i should be doing about 15-25 damage on this monster i set up but i'm doing 100 or so. Physical works but magic is still buggy. Example of magic formula for a 5 power spell: (((a.mat/b.mdf)*5)*1.7) with Variance 10(to make it 1.6-1.8).
With 90 Mat and 50 mdf, the attack should do 14-16 damage. Instead its doing consistant 8.
The heal is: (((a.mat/40)*5)*1.7) and should be healing 18-20. Instead it heals 16-18.
Now i just have 2 other things to figure out:
How to prevent the enemy from KOing you unless your below 20% HP, and how to implement some kind of counter so that when your hit, it goes up and when it reaches 100, you enter a state. But i think i can figure those both out with time.
Edit:
With 90 Mat and 50 mdf, the attack should do 14-16 damage. Instead its doing consistant 8.
The heal is: (((a.mat/40)*5)*1.7) and should be healing 18-20. Instead it heals 16-18.
Damage Formula - How to make it work?
Damage Formula - How to make it work?
Hi. I'm new to the RPG Maker program, but i have been working on an RPG for a long time. I have a formula i want to use, but i am not sure how to get it to work. Essentially, its this:
How it works is i take what the minimum damage is for the attack, and the maximum, and the damage is between there. Not sure if i can get away with using a random variable for 15-25 or not. If it helps, i have the lunatic damage script.
Edit: Using VXAce. Wont be using equipment at all.
Phys Minimum Damage - (a.atk / b.def) * 15
Phys Maximum Damage - (a.atk / b.def) * 25
Phys Crit Minimum - (a.atk / b.def) * 35
Phys Crit Maximum - (a.atk / b.def) * 45
Magic Minimum Damage - ((a.Mat / b.mdf) * X) * 1.6
Magic Maximum Damage - ((a.Mat / b.mdf) * X) * 1.8
How it works is i take what the minimum damage is for the attack, and the maximum, and the damage is between there. Not sure if i can get away with using a random variable for 15-25 or not. If it helps, i have the lunatic damage script.
Edit: Using VXAce. Wont be using equipment at all.
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