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Rpg maker mv damage formula
Rpg maker mv damage formula












This damage formula will be used as the weapon damage. In the plugin manager, choose the ID of the weapon that will represent bare-hands, and then set up the weapon damage formulas usual. You don’t need to actually hold this in order to use the damage formula, but you could if you wanted to. Enemies by default are assumed to be bare-handed.īare-hands is set up as a weapon in your database. Now, what happens when you don’t have a weapon? If no weapon is held, weapon damage is assumed to be “bare-hands” damage. The weapon itself may provide atk bonus as well, but it is not necessary. Which adds 1 point of damage per 10 points in atk. You might say a.weaponDamage(b) + a.atk / 10 So let’s say your normal attack was equal to your weapon’s damage.īut let’s say you wanted to add a bonus for having extra “atk” power, which could represent your physical strength. This value includes all weapons, so if the attacker is holding two weapons or three weapons or more, they will all be included in this total, which you can then use as part of the skill.

rpg maker mv damage formula

Which will return how much damage the attacker’s weapons dealt, based on the formula that you defined earlier. To use the weapon damage formula, in your skill formula, you can write a.weaponDamage(b) Weapon damage formulas are not automatically included in your skill damage calculations, because you may not want to consider the weapon.įor example, if you’re casting a spell and you’re holding a sword, would you include the sword damage in the spell damage? Maybe, maybe not.

rpg maker mv damage formula

So if you wanted to write something like 1d6 + 4, you would write (1 * (Math.randomInt(6) + 1)) + 4įor now, weapon damages are assumed to be simple. Note that we add 1 because randomInt picks a number between 0 and the value you provided.įor those that are familiar, this is equivalent to 2d8. To define a damage formula for you weapons, note-tag them with įor example, let’s say you wanted your weapon’s damage to be between 2 and 16.You could write 2 * (Math.randomInt(8) + 1) Once it is in your list of plugins, turn the plugin on. Then open your Plugin Manager (F10), double-click an empty row, and select the HIME_WeaponDamage plugin.

#Rpg maker mv damage formula download#

Plugin: download here (right-click, save-as) Installationĭownload the plugin and place it in the “plugins” folder in your project’s “js” folder. This plugin allows you to define weapon damage formulas, which can be used in your skill formulas if necessary.īy separating the weapon damage from your atk, you have more control over how your want your skills to be set up! Download

rpg maker mv damage formula

You could say that the “atk” bonus from the weapon represents how much damage the weapon can do, but if you were to reference the actor’s atk, you would be including any additional atk bonuses that aren’t part of the weapon. Weapons can provide parameter bonuses like extra atk and agi, but you can’t specify a damage value for the weapons themselves.įor example, if you wanted to have the normal attack skill’s damage value to be equal to the amount of damage dealt by the weapon, you would be unable to say this directly.

rpg maker mv damage formula

You can also equip them to enemies if you use plugins like Enemy Equips. In RPG Maker, weapons can be equipped to actors.












Rpg maker mv damage formula