Rpg Maker Mv Damage Formula
- Overview: The default implementation of dual wielding in RPG Maker MV is pretty lackluster, an actor who is wielding two weapons strikes once, with both animations from his weapons showing simultaneously, and damage of that one hit being calculated with all of the traits of both weapons.
- If skill formula says it deals 100 damage and variance is 20%, the skill will deal between 80 and 120 damage. Critical - Can skill critically hit, dealing increased damage by 300%. And now, the actual fun part - formulas! It decides how much damage will opponent take or ally will heal.
- Rpg Maker Mv Free Download
- Rpg Maker Mv Damage Formula Generator
- Rpg Maker Mv Resources
- Rpg Maker Mv Damage Formula Sheet
Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams.
Role of Data
Item data are those things which represent goods other than equipment. You can add effects that occur when an actor uses an item. Also, you can create items which are needed to progress the story (event contents) such as keys that open doors.
Parameter Details
General Settings
Name
Name of the item. If the name is long, it may not be completely displayed on the Play Screen.
Icon
Image which appears together with the item name during gameplay. You can select an image in the [Select an Image] window that appears after double-clicking on the icon's image.
Description
The description that appears when an item is selected in the Play Screen.
Item Type
The type of item.
- [Key Item]
- Displayed in a different frame from regular items in the item menu during gameplay.
- [Hidden Item A] and [Hidden Item B]
- These are not displayed on the item screen. These are special items that are only displayed when selecting items during events.
Price
This is the price of the item when purchasing it in a shop. The price when selling an item will be half of its original price. You can set it so it cannot be sold by setting this value to zero.
Consumable
This parameter determines whether or not an item disappears after being used. If you set this to [Yes], the quantity of this item will go down by one every time it is used.
Scope
The scope of the item's effect. You must choose one of the following.
- None
- Those items that have a scope which does not need to be specified
- 1 Enemy
- One enemy within a group of enemies
- All enemies
- Entire enemy group
- X Random Enemy
- Randomly select number of enemies in a group (X being the number of targets)
- 1 Ally
- One ally within a group of allies
- All Allies
- All allies in a group
- 1 Ally (Dead)
- A specified ally in a group which is dead
- All Allies (Dead)
- All dead allies in a group
- The User
- The user of the item
Occasion
The state in which an item can be used. Select one of the following: [Always] (possible to select both in battle and in the Menu Screen), [Battle Screen] (only selectable during battle), [Menu Screen] (only selectable in the Menu Screen), [Never].
Invocation
Speed
The value (between -2000 and 2000) added to an actor's Agility when using an item. Affects the action order during battle, meaning that they can be effects which are small but can be used quickly, big but take time to use.
Success
The rate of success (0 to 100%) when using an item. The effectiveness of the target affects the actual rate of success.
Repeat
The number of times (1 to 9 times) an effect is applied when used once.
TP Gain
The amount of TP gained after applying an effect to a target after used successfully.
Hit Type
Determines the type of hit.
- Certain Hit
- Treats the successful use of a skill as a hit. Counterattacks, Counter Magic and substitutions are ineffective.
- Physical Attack
- Determines the success based on the user's hit rate and the evasion rate of the target. Counterattacks and substitutions are applicable.
- Magic Attack
- Determines the success based on magic evasion rate of the target. Counter Magic and substitutions are applicable.
Animations
Animations that appear on the target of the item used during battle.
Type
Effect types related to HP and MP. Select one open from 6 different types. [Damage] decreases, [Recover] increases, and [Drain] transfers (removes a small amount from target and gives to user).
Element
The element that is assigned to an effect.
Damage
Specify the formula for the type of effect and the amount of effectiveness if a skill damages a target.
Determine the referenced parameter using the strings below when entering a formula directly. Change 'x' to 'a' when referring to a value of the attacker, and 'b' when referring to a value of the target. Entering 'a.atk' refers to the attack power of the attacker. Additionally, you can reference the 'n' variable's value by entering 'v[n]'. You can use the 4 basic arithmetic operator(+, -, *, /) symbols when writing your formula.
When you enter 'a.atk * 4 - b.def * 2', the value for the effectiveness of an item will be calculated as '(Attacker's Attack Power x 4) - (Target's Defense x 2)'.
Also, since the effectiveness of an item can change depending on the element and defense actions, these factors will not be included in the formula.
x.atk | Attack Power |
---|---|
x.def | Defense |
x.mat | Magic Attack |
x.mdf | Magic Defense |
x.agi | Agility |
x.luk | Luck |
x.mhp | Max HP |
x.mmp | Max MP |
x.hp | Current HP |
x.mp | Current MP |
x.tp | Current TP |
x.level | Level |
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Effects
Details of effects aside from damage. These can be set in the [Effects] window that appear when double-clicking in the list. For more information, please refer to the [How to Set Effects] section.
Note
The [Note] section can be used to make notes while making your game.
Instead of using a poison effect that deals damage based on the percentage of life the enemy has you can make a Damage Over Time state that deals damage based on the stats of the caster.
This is a better way to handle Damage Over Time in my opinion. Here’s how you do it:
Make a skill that adds a state. In that state’s note box you write the code below. Change the target._customDotValue to equal whatever you want.
You can use:
origin.atk for attack power,
origin.mat for magic attack power,
origin.def for defense, using your own defense as the damage modifier. (Great for Tank DoTs),
origin.mdf for magic defense,
origin.agi for agility, (great for rogue type characters),
origin.luk for luck.
You can even get real creative and use game variables to determine the damage:
$gameVariables.value(x) where x is the number of the variable. (Just remember to initialize them first by making an autorun event at the beginning of the game that sets them to a value.)
There are many other ways to use this to determine how much damage the DoT will do.
Then you can set how long you want the DoT to last on the state by checking Auto-removal Timing: Action End Duration to how ever many turns you desire.
I would also check Remove at Battle End.
This code goes into the state note tag box and requires the use of Yanfly’s YEP_CoreEngine, YEP_BattleEngineCore, and YEP_BuffsStatesCore.
<Custom Apply Effect>
target._customDotValue = origin.mat * 2; //change this line to change the damage formula of the DOT.
</Custom Apply Effect>
<Custom Remove Effect>
target._customDotValue = undefined;
Rpg Maker Mv Damage Formula Generator
</Custom Remove Effect>
<Custom Regenerate Effect>
if (target._customDotValue ! undefined) {
var value = target._customDotValue;
target.gainHp(-value);
target.startDamagePopup();
if (target.isDead()) {
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target.performCollapse();
Rpg Maker Mv Damage Formula Sheet
}
target.clearResult();
}
</Custom Regenerate Effect>