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Rpg maker mv damage formula
Rpg maker mv damage formula










rpg maker mv damage formula

IsMaxlevel() - is actor max level (true/false) NextRequiredExp() - EXP left until next level NextLevelExp() - EXP needed for next level RecoverAll() - removes all states, restores HP and MP to maxĬurrentLevelExp() - EXP needed for current level IsGuard() - checks if battler is guarding IsDualWield() - checks if battler can dual wield IsEquipTypeSealed(etypeId) - checks if battler's equip type is sealed IsSkillSealed(skillId) - checks if battler's skill is sealed IsSkillTypeSealed(stypeId) - checks if battler's skill type is sealed IsStateResist(stateId) - checks whether the battler resists stateĬ=0 b.isStateResist(10) ? c+=2000 : b.addState(10) c ParamMax(paramId) - gets max possible value of parameterĮlementRate(elementId) - checks element rate of the battler (rate being decimal numbers representing %)ī.elementRate(10) >= 0.5 ? 10000 : a.mat*4 ParamPlus(paramId) - gets the bonus of parameter RemoveAllBuffs() - removes all buffs and debuffs from a battler RemoveBuff(paramId) - removes a buff or debuff from a battler What about buffs? Can we buff and debuff battlers?ĪddBuff(paramId, turns) - adds a buff for a parameterĪddDebuff(paramId, turns) - adds a debuff for a parameter If (a.isStateAffected(10)) a.removeState(10) 0 RemoveState(stateId) - removes state from the battler IsStateAddable(stateId) - checks if state can be added to the battlerĬ=100 if (b.isStateAddable(10)) b.addState(10) else c=4000 c UpdateStateTurns() - shortens all states on battler by 1 turnĪddState(stateId) - adds state to the battler If (b.isStateAffected(10)) b.resetStateCounts(10) 100 ResetStateCounts(stateId) - refreshes how long state will last for the battler IsDeathStateAffected() - checks if battler has death state inflicted to them.Į.g. IsStateAffected(stateId) - checks if battler has state inflicted to them. What about advanced stuff where you can influence formulas with states? SParams All decimal numbers symbolizing percent, e.g. XParams: (All decimal numbers symbolizing percent, e.g. Level - current level (Actor only by default) What about parameters to use for a and b?Ĭurrent: (All flat numbers, e.g.: 900, 999, 11) V != 100 ? 1000 : 100 (If variable 10 is not equal to 100, it'll deal 1000 damage else it'll only deal 100) V > 50 || v > 50 ? 1000 : 100 (If variable 10 is more than 50 or variable 11 is more than 50 then it'll deal 1000 damage, it'll only deal 100) V 50 & v >= 25 ? 1000 : 100 (If variable 10 is more than 50 and variable 11 is 25 or more, it'll deal 1000 damage, else it'll only deal 100) V = 100 ? 1000 : 100 (If variable is 100 or more, it'll deal 1000 damage, else it'll only deal 100) 100 ? 1000 : 100 (If variable 10 is more than 100, it'll deal 1000 damage, else it'll only deal 100) If (v > 100) a.atk*4 - b.def*2 else a.atk*2 - b.def*2 Īnd you can shorten it even further using ternary operator (my favorite one): Which can be shortened to this if you're using only 1 line of formula.

Rpg maker mv damage formula how to#

Yes, in that case we can use if else statements.īut how to write it to the damage formula? if some variable is over 100, deal extra damage? Is there a way to make skill even more complex, e.g. So you could have a skill that gets stronger the higher variable is. Only a.atk*2 would be calculated for damage.Īre there more letters other than a and b for the formulas? (semicolon tells where line ends for the program) If we were to convert fomula using those numbers, we'd have - 100 + 100*2 - 20*2, after calculation we see with those parameters Fire would deal 260 damage if there were no variance.īut only last number in the formula deals damage. Glasses has 100 mat and Slime has 20 mdf. Meaning the takes double of Glasses mat (Magic Attack) parameter and subtracts double of Slime's mdf (Magic Defense) parameter and adds that to the 100 in the beginning ofthe formula.Į.g. So if Actor Glasses were to cast Fire on a Slime. Let's dissect one of basic formulas that come with RPG Maker MV - Fire It decides how much damage will opponent take or ally will heal. If skill formula says it deals 100 damage and variance is 20%, the skill will deal between 80 and 120 damage.Ĭritical - Can skill critically hit, dealing increased damage by 300%. Normal attack - means will use same element as weapon. MP Drain - Deals damage to enemy MP and restores that much MP for attackerĮlement - Sets which element to use. HP Drain - Deals damage to enemy HP and restores that much HP for attacker

rpg maker mv damage formula

Type - sets what does the formula damage or heal.












Rpg maker mv damage formula