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Rpg maker status effect stack based damage
Rpg maker status effect stack based damage












rpg maker status effect stack based damage

RPG MAKER STATUS EFFECT STACK BASED DAMAGE 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

rpg maker status effect stack based damage

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 Type - sets what does the formula damage or heal.














Rpg maker status effect stack based damage