Rpg Maker Mv Damage Formula Pdf
The formula I'm using is: float realDamage = SkillDmg. BaseDamage / (BaseDamage + Defense) The results are good, the damage gets bigger if the defense gets lower and it doesn't exponentially go up because of the division between (BaseDamage + Defense). Lets say I have a sword with 1.0 attack speed that deals 50 damage. Doing this can cause party members or enemies to deal close to no damage or no damage. There is a better attack formula for this. Attack. (100/ (100+defense)). Jun 13, 2020 Version 1.02: - Updated for RPG Maker MV version 1.1.0. Damage Formula notetag now supports comments. Version 1.01: - Fixed a bug with Damage Formula not recording custom formulas correctly. Version 1.00: - Finished plugin!
If you want to use a damage formula, the damage formula can be as simple as (ATK - DEF) +/- 20% as it's done in World's End (an RPG strategy game). This will mean that attacks against an opponent with strong DEF could do no damage at all. RPG Maker Damage Calculator Version: Incomplete. Welcome to a RPG Maker calculator! The following is a calculator for determining how much damage a certain Item or Skill will do when used on a target with specified stats by a user with specified stats. It also calculates how m.
- //
- //
- /*:
- * @plugindesc Allows one or more states to automatically revive a dead player.
- *
- * @desc If set, determines how much HP is granted upon the character's revival.
- * Otherwise, defaults to 20% of the character's MHP.
- *
- * @desc The animation which is used when a character is auto-revived.
- *
- * @help The formula is evaluated the same way the Damage formula is. The parameter 'a'
- * represents the Actor. When the character dies, if s/he has an Auto-Life
- * state active. The formula's result becomes the character's HP.
- * All states and buffs are lost, since the character technically did die.
- *
- *
- *
- * <autolife>
- *
- * Defines this State as an auto-life state, using the specified formula to calculate
- *
- * Defines this state as an auto-life state and uses the specified animation ID
- *
- * If the auto-life state is used, all of the states in the comma-separated list are
- * added. Allows a character to get stronger after death, or be weaker when revived.
- (function(){
- WS_AutoLife ={};
- WS_AutoLife.Parameters= PluginManager.parameters('AutoLife');
- //
- //
- WS_AutoLife.Param.formula= WS_AutoLife.Parameters['Default Revive Formula'];
- WS_AutoLife.Param.animationID= parseInt(WS_AutoLife.Parameters['Revive Animation ID']);
- //
- //
- }
- //
- // Returns a state ID for the first auto-life found in the battler
- //
- Auto_Life.prototype.getAutoLifeState=function(battler){
- for(lifeIndex=0; lifeIndex<state_list.length; lifeIndex++){
- meta=current_state.meta;
- {
- }
- if(meta.autolife|| meta.autolife_formula|| meta.autolife_animation){
- }
- returnnull;
- //
- // Applies the given auto-life state to a battler. This:
- // 2. Removes all auto-life states
- // 3. Sets the HP to the result of the auto-life formula
- // This call assumes the battler's HP is set to 0.
- //
- Auto_Life.prototype.applyAutoLife=function(battler, state_obj){
- if(!meta ||(!meta.autolife
- &&!meta.autolife_formula&&!meta.autolife_animation)){
- }
- battler.clearBuffs();
- autolife_function=WS_AutoLife.Param.formula;
- if(meta.autolife_formula&& meta.autolife_formula!=')
- try
- var a=battler;
- }
- }
- hp_to_add=1;
- animation_id=WS_AutoLife.Param.animationID;
- animation_id=parseInt(state_obj.meta.autolife_animation);
- battler.startAnimation(animation_id,false,120);
- battler._hp=hp_to_add;
- state_list=state_obj.meta.autolife_add_states.split(',');
- for(state_index=0; state_index<state_list.length; state_index++){
- battler.addState(parseInt(state_list[state_index]));
- }
- //
- //
- //
- // See if the damage would make the battler Dead. If so,
- //
- this._autoLife=new Auto_Life();
- /* Auto life state will trigger here if there is one */
- if(state_id !null){
- return;
- WS_AL_GB_die.call(this, arguments);
- })();
- //
- //