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Rpg maker mv damage formula
Rpg maker mv damage formula









  1. #Rpg maker mv damage formula how to#
  2. #Rpg maker mv damage formula mod#
  3. #Rpg maker mv damage formula plus#

Yanfly's Weapon Unleash: Allows you to reassign a different attack skill to different weapons, thus being able to give daggers a different damage formula than a great axe. Then our damage formula will look something like this: We are just going to skip the whole Accuracy/Evade cycle of the attack in favor of our own math. First, you'll want to set the Skill in RPG Maker to be a ‘Certain Hit'. So how would this work for an actual skill? Well, let's take a look at one. So an Attack (Strength) of 14 would result in a modifier of 2. In simple terms, you subtract 10 from the Score, divide that by 2 and round down (because you always round down in D&D) and that will give you the modifier. In the mean time, you might find the following plug ins for RPG Maker MV to be handy when it comes to recreating the D&D experience: If I ever figure out a good solution to it, I will let you know. Mostly just stuck on thinking of a way to make the Target Defense side of things work when b.def would simply be their Constitution score or something. It doesn't quite yet take into account D&D's Ability Scores, which I'm still working on. You could replace the target defense with a d20 roll on the enemy side as well and have an opposed check.Īs I said at the top, this isn't perfect. It forms the basic idea for skill checks, saving throws, and pretty much any Difficulty Check based roll. Naturally, you can probably imagine how this basic formula can be applied to a lot of different things. If (Target AC) <= 1d20 + Attack Modifier + Half Level Deal XdY + Attack Modifier damage else deal no damage.

#Rpg maker mv damage formula plus#

Essentially, do this much damage (a random XdY dice amount) plus our Attack modifier damage.Įlse 0 And if the math DIDN'T equal or beat the Target's Defense(AC), then deal zero damage due to it being a miss. Math.random((X*Y), X) + 1 + (Math.Floor((a.atk – 10)/2) ) This part is our damage calculation. So it's a random number between 1-20, plus the modifier, plus half our level. + (Math.Floor(a.lvl / 2)) )): This adds half our level to the math and finishes our If condition. + (Math.Floor((a.atk – 10)/2): This is adding our attack modifier (Math.randomInt(20) + 1: This is our d20 roll. If (b.def <=: This First bit is essentially starting an ‘If-then' clause that says if the following math results in something equal to or higher than our target's defense (AC). Kind of crazy, right? Let's break it down.

#Rpg maker mv damage formula mod#

If (b.def <= (Math.randomInt(20) + 1 + (Math.Floor((a.atk – 10)/2) + (Math.Floor(a.lvl / 2)) )) Math.random((X*Y), X) + 1 + ( MOD – Math.Floor(a.level/2)) else 0 Rpg Maker Mv Damage Formula Cheat For that you'll want to use the following calculation:

#Rpg maker mv damage formula how to#

But another important one would be how to you get the Ability Modifier from the Ability Score. These formulas will be used for everything from determining the attack to the damage, so they are pretty much the cornerstone of this whole thing. In other words, for 3d6 don't put (6 * 3) just put (18). So for now I strictly went for Attack Roll (Attack) vs AC (Defense) and Spell Attack (Magic Attack) vs Saving Throw (Magic Defense).įor the YdX formula, it's important to note that you'll be setting the range of the random numbers, when it says X*Y you should replace that with the actual value of X * Y.

rpg maker mv damage formula

While I have started working on versions to incorporate all the different D&D ability scores, I haven't hammered out all the nitty gritty of using them. Now take in mind that this is a very basic version of what I started working with. So I recently put my mind to work on figuring out how exactly you would be able to bring a d20 or D&D Style of combat to a RPG Maker game. RPG Maker's combat calculations are more inspired by Final Fantasy or Dragon Quest than anything you'd find in a Pen & Paper RPG tome. Seems easy right? You've got dungeons, monsters, characters all there and ready to go! However, the big hurdle is quite simply that the way combat works does not overlap. Something I've often toyed with aside from my own game FateStone was the idea of re-creating a Dungeons & Dragons campaign in something like RPG Maker. Specify the formula for the type of effect and the amount of effectiveness if a skill damages a target. If the name of a skill is long, it may not be completely displayed on the Play Screen.

  • Hello everyone in this video we talk about ideas on making custom damage formulas using variable and how the 'formula: ' part of MV works.
  • And there are just some things I want to ask if it's possible to do in the game. Hi guys, I've had this game for quite some time now, and I've been spending time creating a game for about 10 - 15 hours now. RPG Maker MV Some Questions on things I want to do. a.mat I'm asking because the skill consistently does 0 damage despite my calculations. My current formula is ((a.hp / a.mhp) ^ -1.1).











    Rpg maker mv damage formula