

Damage formula rpg maker xv ace full#
Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula?Ĭreating formulas like this requires knowledge of elementary mathematical functions - the things you learned about in Algebra and Pre-calculus class. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. High Strength + Defense stats lead to massive negative values for instance. In particular Defense values over 300 or so start generating really strange behavior. The problem is that the formulas completely fall apart once stats start going above 255. Str = 127, 'Attack' command used, enemy Def = 34. A full reference here but as a quick example: I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Vitality is basically defense to physical attacks and spirit is defense to magic attacks.Īll stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). Speed = 8, //Speed/Agility are the same thing My Characters stats are composed of the following: enum Stat Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad
Damage formula rpg maker xv ace how to#
If (this.isMagical() & target.result().hpDamage > 0 & target.hpRate() = 0 & target.I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Also check if there is no cooldown on the Hexdrinker. Check if the action dealt magical HP damage and if the target’s current HP rate is under 30%. Target._hexdrinkerCooldown = target._hexdrinkerCooldown || 0

If the Hexdrinker’s cooldown is greater than 0… User._hexdrinkerCooldown = user._hexdrinkerCooldown || 0 Default the Hexdrinker’s cooldown to 0. I know you’re probably busy but this will help me out so much I was looking for a way to have the shield be given to the rest of the party instead of the user. The skill gives the user a shield if their health falls below 30% I’m making a tanking character for my game and have given her a skill called hexdrinker from yanfly tips and tricks. I looked for help pretty much everywhere but no one was able to solve it.

Hey alistair, i was wondering if you could help me figure something out? I cane across you helping someone out in a youtube comment.
