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http://rmvxace.wikia.com/wiki/Damage_Formula_Reference_Guide
http://www.rpgmakervxace.net/topic/2340-how-to-make-the-most-of-custom-formulae-part-1/
Skill 1:
HP Damage - Self targeted
c=b.hp;d=b.mp;b.hp=d;b.mp=c;0
variance = 0
Critical = No
Note: this doesn't change the max values so if the boss has 30 hp but a cap of 20 mp you will lose 10 points in the exchange.
Skill 2:
HP Damage type
b.tp-(2*a.lvl);b.hp-(20*a.lvl);b.mp-(10*a.lvl);0
Variance optional
Critical optional
This formula deals damage based off of the attacker's level. A level 5 attacker will deal 10 tp damage, 100 hp damage, and 50 mp damage at 0 variance and no critical. Just to make it more than "b.tp-x;b.hp-x;b.mp-x" ya know?
Skill 3:
To do this you will actually need two skills one to deal damage to the enemy and call a common event which will have the "Force Action" command to force the second skill to attack the team.
Skill 4:
Same as above except you will need 3 skills and the one that calls the common event will not deal damage. you can then create the randomness factor by setting a variable to a random number and then using conditional branches to pick which skill will be used for which numbers.
Skill 5:
In progress. Need to look up how to count states with out a hugely long formula. (It wouldn't fit anyway.)
HP Damage
a.states.length * 500
Variance = 0
Critical = No
ALMOST everything.
I am not sure and I will not try to see if you can do stuff for each skill you need.
That's your job to do, deal? :)
I have limited time so please do your research.
I can guide you though to the capabilities of VX ACE eventing system.
Using common events, battle events, call common event from skill you can do a lot.
If you need a fast paced tour-tutorial of VX Ace, download this:
http://forums.rpgmakerweb.com/index.php?/topic/29370-free-tutorial-game-for-vx-ace-events/
Kurashi already told you how to do stuff with some light scripting and some good suggestions in general. If you need something more, don't hesitate to tell us.
Cheers.
Yeah I imagine it was a pain. When I refered to light scripting, I put eventing out. I talkabout Ruby command usage. ;)
didn't wanted to sound undermining here.
Of course what you did was tricky.
The 2nd skill, the HP/TP/MP attack, was meant to be used by enemies, so I should have been more descriptive, sorry. It doesn't work because my enemies have no levels.
That will hide the target of the enemy's attack. For the record you can use "b.appear" to show them again. Well you might need to specify the character with some code.
As for the event I might have an idea that I don't quite feel like testing atm. Here it goes.
Within the troop page have a event page that will activate every turn... and I need to figure nout the rest.
In case you wish to do a little experimenting then what I have been doing is having an event page call a common event every turn (set to Condition: Turn No 1 + 0 * X and Span: Turn)then end it's own processing(for paranoia). in the common event I just have a simple conditional event that and a exit even processing after that(paranoia again) the condition for the event is the above code which can be inputed via the script section on the 4th tab. also note I have only test with a single person party and am not sure if it is considered true if all or just one of the results are true. to explain what that means its that the code sends the data for each and every party member through a little chute we named ally to ask if ther are hidden to which they each reply no or stay siglent as to not reveal themselves. basicly just a yes/no question asked to each.
incase you cant tell this one is rather new concept to me so it is difficult since im not that great of a scripter.
For some reason I was under the impression that it would be easier to do, I'll try to figure this out before I go to bed.
If you can swap actors mid battle, (I know this sounds like a very odd idea but), would it be possible to have 4 blank actors named "eaten" and have 4 different skills called "devour"
swap the actors to then trigger an event check that would check for those actors to = a transfer to the inside of the boss?
I'm quite script illiterate so I've been solving a lot of odd problems with items, common events, and pretty much everything but script lol.