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[RMVX] 5 questions about scripts and stuff!

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**
Rep: +0/-0Level 72
Black Onslaught
S'up guys! I have a list of questions about scripting and stuffs and hope this is the right place to post it. Here we go!

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Question - 1
Lettuce made a script called "Custom Skill Damage Calculation", that made great help for my project, making organized formulas for damage and stuff... I've made 86 formulas but it can only use 100 ways, because of the DataBase default! So, anyone or even Lettuce can take a look at it and increase this limited amount?
Heres the script:
Code: [Select]
=begin
????????????????????????????????????????????????????????????????????????????????
?                    *** Custom Skill Damage Calculation ***                   ?
?                                                            By Lettuce.                                   ?
?                                                                              ?
?**Note**                                                                      ?
?     This idea was first brought to us by someone on creationasylum AGES ago  ?
?     So if you're that person, please contact me and I'll add your name ^_^   ?
????????????????????????????????????????????????????????????????????????????????
   This script lets you create your own damage calculation formula for skills
   
   The default formula takes the base damage and add 400% of user's ATK and
   subtract 200% of target's def. Then apply element, skill variance and guard
   status
   
   But here you can make a completely custom formula. :D!
   
   INSTRUCTION
   This is how you do it:
   1. Set the base damage of the skill you want to use custom formula with to 9999
   2. Set the variance value to something different than others, this will be
      used as a reference to the custom formula.
     
      Example
       
      when 1 #Skill with 9999 base damage AND 1 as variance value will use this formula instead of default one
        damage = ( user.spi**2 ) #damage is user's spi squared (50 spi = 2500 damage)
        @ignore_def = true #this ignores target's defence
        @ignore_guard = true #this ignores  guarding mode of target (normally guarding reduce damage by 50%)

   **INFO** basic math operator
   +           Add
   -           Subtract
   *           Multiply
   /           Divide
   %           Modulus; give you the left over value after division (5 % 2
               gives you 1 because 5 can be divided by 2 twice with 1 as a
               remainder)
   **          Powering : 5**3 = 5 cubed = 5 x 5 x 5 = 125
   Math.exp(x) Exponential : Math.exp(5) = e^5 = 148~
   Math.sqrt(x)Square root : Math.sqrt(100) = root(100) = 10
   rand(x)     Returns random number between 0 and x
   .floor      Round down number
   .ceil       Round up number
   **Multiplication and division are processed before addition and subtraction!
     You can overide this by putting a bracket around addition or subtraction ;P
     5*3+2 = 17
     5*(3+2) = 15
   
   
   Lets look at what sort of things you can use:
   **user is the one using the skill, self is the target. If the monster is using
     the skill, user.hp returns monster's hp and self.agi, return player's agi
   user.hp        self.hp       
   user.mp        self.mp       
   user.maxhp     self.maxhp       
   user.maxmp     self.maxmp       
   user.atk       self.atk       
   user.spi       self.spi       
   user.def       self.def       
   user.agi       self.agi       
   user.hit       self.hit       
   user.eva       self.eva
   and more o.o
   
   Something to be careful of:
   - You can use user.level and self.level BUT ONLY if you put
          "if user.level != nil" OR "if self.level != nil"
      because Monsters DOES NOT HAVE LEVEL! you'll get error if you don't
      put that line in there. Same goes for critical
   
    IMPORTANT!!
      ** total damage MUST be stored in "damage" variable.
      ** These variables gives you extra control
              @varience - value used to derive variance, if you @no_variance is false
              @no_variance - set to true if you want fixed value
              @is_heal - allows damage to be less than 0. It can still be above 0 and hurt the target though
              @ignore_def - ignores target's defense
              @ignore_element - ignores element, no bonus or reduction
              @ignore_guard - ignore guarding mode, no damage reduction

CUSTOMIZATION BEGINS AT LINE 102!

=end

class Game_Battler

  #-------------------------------------------------------------------------
  # * Alias List
  #-------------------------------------------------------------------------
  alias Lettuce_make_obj_damage_value make_obj_damage_value
 
  def make_obj_damage_value(user,obj)
    if obj.base_damage == 9999
     
      @varience = user.hit
      @no_variance
      @is_heal = false
      @ignore_def = false
      @ignore_element = false
      @ignore_guard = false
      case obj.variance
      #-------------------------------------------------------------------------
      # ** Begin customization!
      #
      #
      #-------------------------------------------------------------------------
     
     
#===============================================================================
#    PHYSICAL DAMAGE CALCULATIONS
#===============================================================================

      when 0 #Variance   -   P.DMG = 0
        multiple = 3
        damage = (0)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 1 #Variance   -   P.DMG = 100%
        multiple = 3
        damage = (user.atk)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 2 #Variance   -   P.DMG = 125%
        multiple = 3
        damage = (user.atk)*(1.25)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 3 #Variance   -   P.DMG = 150%
        multiple = 3
        damage = (user.atk)*(1.50)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 4 #Variance   -   P.DMG = 175%
        multiple = 3
        damage = (user.atk)*(1.75)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 5 #Variance   -   P.DMG = 200%
        multiple = 3
        damage = (user.atk)*(2)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 6 #Variance   -   P.DMG = 225%
        multiple = 3
        damage = (user.atk)*(2.25)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 7 #Variance   -   P.DMG = 250%
        multiple = 3
        damage = (user.atk)*(2.50)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 8 #Variance   -   P.DMG = 275%
        multiple = 3
        damage = (user.atk)*(2.75)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 9 #Variance   -   P.DMG = 300%
        multiple = 3
        damage = (user.atk)*(3)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 10 #Variance   -   P.DMG = 325%
        multiple = 3
        damage = (user.atk)*(3.25)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 11 #Variance   -   P.DMG = 350%
        multiple = 3
        damage = (user.atk)*(3.5)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 12 #Variance   -   P.DMG = 375%
        multiple = 3
        damage = (user.atk)*(3.75)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 13 #Variance   -   P.DMG = 400%
        multiple = 3
        damage = (user.atk)*(4)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 14 #Variance   -   P.DMG = 425%
        multiple = 3
        damage = (user.atk)*(4.25)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 15 #Variance   -   P.DMG = 450%
        multiple = 3
        damage = (user.atk)*(4.5)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 16 #Variance   -   P.DMG = 475%
        multiple = 3
        damage = (user.atk)*(4.75)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 17 #Variance   -   P.DMG = 500%
        multiple = 3
        damage = (user.atk)*(5)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 18 #Variance   -   P.DMG = 525%
        multiple = 3
        damage = (user.atk)*(5.25)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 19 #Variance   -   P.DMG = 550%
        multiple = 3
        damage = (user.atk)*(5.5)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 20 #Variance   -   P.DMG = 575%
        multiple = 3
        damage = (user.atk)*(5.75)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 21 #Variance   -   P.DMG = 600%
        multiple = 3
        damage = (user.atk)*(6)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 22 #Variance   -   P.DMG = 625%
        multiple = 3
        damage = (user.atk)*(6.25)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 23 #Variance   -   P.DMG = 650%
        multiple = 3
        damage = (user.atk)*(6.5)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 24 #Variance   -   P.DMG = 675%
        multiple = 3
        damage = (user.atk)*(6.75)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 25 #Variance   -   P.DMG = 700%
        multiple = 3
        damage = (user.atk)*(7)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 26 #Variance   -   P.DMG = 725%
        multiple = 3
        damage = (user.atk)*(7.25)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 27 #Variance   -   P.DMG = 750%
        multiple = 3
        damage = (user.atk)*(7.5)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 28 #Variance   -   P.DMG = 775%
        multiple = 3
        damage = (user.atk)*(7.75)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 29 #Variance   -   P.DMG = 800%
        multiple = 3
        damage = (user.atk)*(8)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 30 #Variance   -   P.DMG = 825%
        multiple = 3
        damage = (user.atk)*(8.25)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 31 #Variance   -   P.DMG = 850%
        multiple = 3
        damage = (user.atk)*(8.5)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 32 #Variance   -   P.DMG = 875%
        multiple = 3
        damage = (user.atk)*(8.75)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 33 #Variance   -   P.DMG = 900%
        multiple = 3
        damage = (user.atk)*(9)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 34 #Variance   -   P.DMG = 925%
        multiple = 3
        damage = (user.atk)*(9.25)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 35 #Variance   -   P.DMG = 950%
        multiple = 3
        damage = (user.atk)*(9.5)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 36 #Variance   -   P.DMG = 975%
        multiple = 3
        damage = (user.atk)*(9.75)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
      when 37 #Variance   -   P.DMG = 1000%
        multiple = 3
        damage = (user.atk)*(10)-(self.def)
        damage = damage.floor #final damage, round down
        @ignore_def = false #ignore target's defence
        @variance = 3 #fixed damage
       
#-------------------------------------------------------------------------------
#===============================================================================
#    MAGICAL DAMAGE CALCULATIONS
#===============================================================================

      when 38 #Variance   -   M.DMG = 100%
        multiple = 3
        damage = (user.spi)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 39 #Variance   -   M.DMG = 125%
        multiple = 3
        damage = (user.spi)*(1.25)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 40 #Variance   -   M.DMG = 150%
        multiple = 3
        damage = (user.spi)*(1.50)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 41 #Variance   -   M.DMG = 175%
        multiple = 3
        damage = (user.spi)*(1.75)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 42 #Variance   -   M.DMG = 200%
        multiple = 3
        damage = (user.spi)*(2)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 43 #Variance   -   M.DMG = 225%
        multiple = 3
        damage = (user.spi)*(2.25)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 44 #Variance   -   M.DMG = 250%
        multiple = 3
        damage = (user.spi)*(2.50)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 45 #Variance   -   M.DMG = 275%
        multiple = 3
        damage = (user.spi)*(2.75)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 46 #Variance   -   M.DMG = 300%
        multiple = 3
        damage = (user.spi)*(3)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 47 #Variance   -   M.DMG = 325%
        multiple = 3
        damage = (user.spi)*(3.25)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 48 #Variance   -   M.DMG = 350%
        multiple = 3
        damage = (user.spi)*(3.5)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 49 #Variance   -   M.DMG = 375%
        multiple = 3
        damage = (user.spi)*(3.75)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 50 #Variance   -   M.DMG = 400%
        multiple = 3
        damage = (user.spi)*(4)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 51 #Variance   -   M.DMG = 425%
        multiple = 3
        damage = (user.spi)*(4.25)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 52 #Variance   -   M.DMG = 450%
        multiple = 3
        damage = (user.spi)*(4.5)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 53 #Variance   -   M.DMG = 475%
        multiple = 3
        damage = (user.spi)*(4.75)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 54 #Variance   -   M.DMG = 500%
        multiple = 3
        damage = (user.spi)*(5)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 55 #Variance   -   M.DMG = 525%
        multiple = 3
        damage = (user.spi)*(5.25)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 56 #Variance   -   M.DMG = 550%
        multiple = 3
        damage = (user.spi)*(5.5)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 57 #Variance   -   M.DMG = 575%
        multiple = 3
        damage = (user.spi)*(5.75)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 58 #Variance   -   M.DMG = 600%
        multiple = 3
        damage = (user.spi)*(6)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 59 #Variance   -   M.DMG = 625%
        multiple = 3
        damage = (user.spi)*(6.25)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 60 #Variance   -   M.DMG = 650%
        multiple = 3
        damage = (user.spi)*(6.5)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 61 #Variance   -   M.DMG = 675%
        multiple = 3
        damage = (user.spi)*(6.75)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 62 #Variance   -   M.DMG = 700%
        multiple = 3
        damage = (user.spi)*(7)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 63 #Variance   -   M.DMG = 725%
        multiple = 3
        damage = (user.spi)*(7.25)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 64 #Variance   -   M.DMG = 750%
        multiple = 3
        damage = (user.spi)*(7.5)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 65 #Variance   -   M.DMG = 775%
        multiple = 3
        damage = (user.spi)*(7.75)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 66 #Variance   -   M.DMG = 800%
        multiple = 3
        damage = (user.spi)*(8)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 67 #Variance   -   M.DMG = 825%
        multiple = 3
        damage = (user.spi)*(8.25)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 68 #Variance   -   M.DMG = 850%
        multiple = 3
        damage = (user.spi)*(8.5)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 69 #Variance   -   M.DMG = 875%
        multiple = 3
        damage = (user.spi)*(8.75)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 70 #Variance   -   M.DMG = 900%
        multiple = 3
        damage = (user.spi)*(9)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 7 #Variance   -   M.DMG = 925%
        multiple = 3
        damage = (user.spi)*(9.25)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 72 #Variance   -   M.DMG = 950%
        multiple = 3
        damage = (user.spi)*(9.5)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 73 #Variance   -   M.DMG = 975%
        multiple = 3
        damage = (user.spi)*(9.75)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 74 #Variance   -   M.DMG = 1000%
        multiple = 3
        damage = (user.spi)*(10)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
#-------------------------------------------------------------------------------
#===============================================================================
#    POTIONS CALCULATIONS
#===============================================================================

      when 75 #Variance   -   Potion [P] = 50%
        damage = (user.maxhp)*(0.5)
        damage = damage.floor
        @is_heal = true
        @ignore_def = true
       
      when 76 #Variance   -   Potion [G] = 100%
        damage = (user.maxhp)
        damage = damage.floor
        @is_heal = true
        @ignore_def = true
       
      when 77 #Variance   -   Juice [P] = 50%
        damage = (user.maxmp)*(0.5)
        damage = damage.floor
        @is_heal = true
        @ignore_def = true
       
      when 78 #Variance   -   Cross = 30%
        damage = (user.maxhp)*(0.3)
        damage = damage.floor
        @is_heal = true
        @ignore_def = true
       
      when 79 #Variance   -   Cross = 100%
        damage = (user.maxhp)
        damage = damage.floor
        @is_heal = true
        @ignore_def = true
       
      when 80 #Variance   -   AGI = 1.000% Heal
        multiple = 3
        damage = (user.agi)*(10)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 81 #Variance   -   AGI = 2.000% Heal
        multiple = 3
        damage = (user.agi)*(20)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 82 #Variance   -   AGI = 3.000% Heal
        multiple = 3
        damage = (user.agi)*(30)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 83 #Variance   -   DEF = 1.300%
        multiple = 3
        damage = (user.def)*(13)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 84 #Variance   -   DEF = 2.500%
        multiple = 3
        damage = (user.def)*(25)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 85 #Variance   -   DEF = 4.000%
        multiple = 3
        damage = (user.def)*(40)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
      when 86 #Variance   -   DEF = 250%
        multiple = 3
        damage = (user.def)*(2.5)
        damage = damage.floor #final damage, round down
        @is_heal = true
        @ignore_def = true #ignore target's defence
        @variance = 3 #fixed damage
       
       
       
#-------------------------------------------------------------------------------


       
#-------------------------------------------------------------------------------
     
      #-------------------------------------------------------------------------
      # ** End customization!
      #
      #
      #-------------------------------------------------------------------------
     
      end
      unless @ignore_def #this deals with damage decrease from target's def
        damage -= self.def * 2 * obj.atk_f
      end
      damage = 0 if damage < 0
      unless @ignore_element
        damage *= elements_max_rate(obj.element_set)
        damage /= 100
      end     
      #Variance Formula
      if @no_variance == false
        variance_range = (100 - user.hit) * 2 #skill variance, can change ;D
        damage -= rand(variance_range)
      end
     
      if @is_heal == false
        damage = 0 if damage < 0
      end
     
      if @ignore_guard == false
        damage = apply_guard(damage)
      end
     
      if obj.damage_to_mp
        @mp_damage = damage
      else
        @hp_damage = damage
      end
           
    else
      Lettuce_make_obj_damage_value
    end
  end
end
My project will be really big. Right now it has about 4 hours of gameplay, reaching to the level 9 yet!! So I will really need more formulas because of the large amount of monsters and their skills that will appear.


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Question 2
I'm using the SBS Takentai on my project, and thinked for days to make this happen, but I couldnt!
I can't find a script showing the message "OverKill" working fine with this SBS but, thats not what I'm looking for!
I wanted to know if there is a way to execute a Common Event when finishing an enemy with certain skill, so with a Common Event I could make a animation for example: "Fatality", AND it work before the End Battle Scene starts if possible.

An example of this idea:
- Starts the battle, Enemy A, B and C showed'up
- Hero has used Normal Attack on Enemy A, the enemy died.
- Hero has used Piercing Strike on Enemy B, the enemy died, "Big-Hole!!".
- Hero has used Charging Strike on Enemy C, the enemy died, "Super Smash!!".
- Hero won the battle!

Of course I'm not using the standard system of RMVX to show those message, that was just an example so you guys could understand. Making this system will make the player be more excited to use special skills to finish off his opponent!


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Question 3
On SBS Configurations or other scripts uploaded on the internet, you can costumize your own battle moves on each skills, making the game more unique, but... Theres a thing that bothers me when making fast skills.
When you strike an enemy, he's delayed-- goes back, then come to the original location. When I try to use fast skills like Rurouni Kenshin, where he slashes his enemies very fast, the enemy is bashed behind too much to the point he desappears of the screen!
Is there some way to strike the hit but do not push the enemy back? With it I can do a 9-hits skill without worring about the target getting out of the screen. I use "OBJ_ANIM_WEIGHT" on the customization script.


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Question 4
Again at the SBS Configurations on battles, is there some way to make two or more party members attacking in one skill? Like Chrono Cross or Chrono Trigger?

An example:
- Starts the battle
- Hero A used skill "Brotherhood": Hero A and Hero B attacked in a dash n' slash movement at the same time.

I don't know if there is a way already but, if there is, can someone teach me? The project will have lots of scenes where you choose your party members and if you choose the right combination, it would be awesome if they have a team-skill!


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Question 5
This will sound very noob after all those questions... How I change the color of the HP bar? xD
I think the green bar is too much used nowadays!


------------------------------------------------------------------
So, thats it!
Sorry if my english is kinda weird though, I'm brazilian!
Hope someone can help me here, thanks!
« Last Edit: March 14, 2013, 06:39:08 PM by Foghart »