RPG Maker VX Ace

RPG Maker VX Ace

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Mr.Grey 17 Nov, 2014 @ 6:16pm
I need help with customized skills
I'd just like to know how to do the following and, if any of these would require script (hopefully not):



1)A skill that swaps HP and MP in battle (for boss enemies)


2)A skill that damages HP + MP + TP


3)A skill that attacks ALL battle units BOTH ally and enemy (I can't seem to find a way to do it). Like that spell Merton from FF6


4)A skill that attacks battle units randomly BOTH ally and enemy.


5)A skill that deals +500 damage per state (both good and bad)

Let me give an example for this one: You have poison + silence + HP regeneration = 1500 Damage.


I am not very experienced with the formula options, and could not figure this out on my own.
BUT I have seen people reference similiar skills in the games they have made.


Any help would be much appreciated, I've needed help with this for a while.
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Showing 1-12 of 12 comments
Kio Kurashi 17 Nov, 2014 @ 8:13pm 
Two forum posts to help you out.

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
Last edited by Kio Kurashi; 17 Nov, 2014 @ 9:27pm
Shadow 18 Nov, 2014 @ 7:04am 
You can use Eventing for almost everything.
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.
Last edited by Shadow; 18 Nov, 2014 @ 7:05am
Kio Kurashi 18 Nov, 2014 @ 8:05am 
Originally posted by Dread:

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.
light scripting? They asked for a skill and thats what I gave them. Also the fifth one was actually slightly difficult and cannot be done in such a short way by eventing. Took me 30 mins to remember how to access the states definition.
Mr.Grey 18 Nov, 2014 @ 1:28pm 
Oh wow, was expecting a long wait for all 5 answers thanks a lot kurashi. Yea, I guess because of my inexperience with custom skills i never realized I should be combining common events with skills. I searched for a long time for anyone posting custom moves but it seems to be one of those things people don't really share.
Shadow 18 Nov, 2014 @ 3:05pm 
Originally posted by Kurashi:
Originally posted by Dread:

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.
light scripting? They asked for a skill and thats what I gave them. Also the fifth one was actually slightly difficult and cannot be done in such a short way by eventing. Took me 30 mins to remember how to access the states definition.

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.
Mr.Grey 18 Nov, 2014 @ 3:48pm 
Oh i actually did have one more question, not sure if this is possible, but is there a way for an enemy to inflict a "status" on your characters that could REMOVE them from battle? I guess the only example I could give would be like "X-zone" where if all characters were taken it was game over. They are literally removed from combat.

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.
Last edited by Mr.Grey; 18 Nov, 2014 @ 4:15pm
Kio Kurashi 18 Nov, 2014 @ 4:43pm 
This one is tricky as you will need to have a event that is always checking to see if the character is hidden and then a skill to hide said name character. The skill is actually quite simple "b.hide"
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.
Last edited by Kio Kurashi; 18 Nov, 2014 @ 4:45pm
Kio Kurashi 18 Nov, 2014 @ 4:45pm 
Originally posted by grey_seraph:
Oh i actually did have one more question, not sure if this is possible, but is there a way for an enemy to inflict a "status" on your characters that could REMOVE them from battle? I guess the only example I could give would be like "X-zone" where if all characters were taken it was game over. They are literally removed from combat.

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.
ypu only need the b.hp b.tp and b.mp minus whatever falues you want with a ; inbetween each.
Mr.Grey 18 Nov, 2014 @ 4:59pm 
Ok thanks a lot, "b.hide" prohibits your actor from participating in combat? the point of the skill was to be "eaten" by a boss, and if all actors were "eaten" they would be sent "inside" the boss.
Kio Kurashi 18 Nov, 2014 @ 5:14pm 
Originally posted by grey_seraph:
Ok thanks a lot, "b.hide" prohibits your actor from participating in combat? the point of the skill was to be "eaten" by a boss, and if all actors were "eaten" they would be sent "inside" the boss.
yes well I'm having trouble figuring out just how to make it so that the game knows when all characters are "eaten". so far I have the script command
$game_party.members.each {|ally| ally.hidden?}
but am having trouble implementing it as all that I have done thus far is create an infinite loop telling me that all members are hidden (via show text command) I suppose that maybe I could have the common event that I have been calling transfer the players to the inside map or if the inside was still a battle then end the old one while starting the new one (perhaps skip ending the old one depending on the transition)


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.
Mr.Grey 18 Nov, 2014 @ 5:35pm 
well I appreciate the help, it isn't something that was completely needed, I had no idea it would be that complicated, what I've been substituting this event with was a simple character transfer upon death during the battle with some dialogue to explain.
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.
Kio Kurashi 18 Nov, 2014 @ 5:42pm 
Originally posted by grey_seraph:
]

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.
Yes it might be possible that way, but alas, I also require sleep.
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Date Posted: 17 Nov, 2014 @ 6:16pm
Posts: 12