Rpg maker mv hp division attack formula
Should be fine now. By default, this stat is used for the purpose of damage calculations only, and is typically used to represent the battler's physical attack power. The formula I had in mind is: \ * I figured that if you take your max HP and divide it by your current HP, the lower your current HP is, the bigger number that would . Given normal damage formulas, higher values mean higher damage output for physical attacksDEF - Defense - This is the defense value of the.
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).
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DMG dealt value would be nice too for a alternative heal where you do DMG to a monster and acumulate part of it to use in a healing skill, is currently easy to do all of it with no variance in skills tought. Changed up the guide a little bit and added a few new methods. By Glasses , December 15, in Tutorials. You may find this thread useful: So if basic attacks average 15% HP damage, and ultimate attacks average 80% HP, that becomes the damage scale that I base my formulas around.
a - attacker b - defender So if Actor Glasses were to cast Fire on a Slime. Interesting, better make sure to get everything right when writing the longer type stuff! HP Drain - Deals damage to enemy HP and restores that much HP for attacker. Another example with multiple hits:. Let's dissect one of basic formulas that come with RPG Maker MV - Fire + * 2 - * 2 What do things like a and b mean?
If average . I spent 1 minute explaining formula's to him, and he already knows how to make them better than me ;-;.
I have two questions: -Is it possible to use two conditions in one damage formula? ((1 - ) * ) This should do 0 damage if the user is at full HP, damage at 50% HP, at 25%, etc. ATK - Attack - This is the attack value of the battler.
Steam Community :: Guide :: Guide to all Parameters
And if they aren't, you can work with small numbers. If your luck values goes from 10 to 70 or something like that you could use a formula like that to "balance" that randomness, I guess. I was using stats with the "minimum" number order 1 but it turns out that it got some limitations, well, a lot of limitations. Is there a way to work around it.
That makes me think that it depends on how many decimals you want to "save". I was wondering though, in Ace you had a character limit of , what is it in MV? No character limit!?
This will mean that attacks against an opponent with strong DEF could do no damage at all. Then, yeah, it depends if decimals are important to you - if they are, you move that many decimals to the right. Driftwood Gaming K subscribers Join Subscribe Share 23K views 7 years ago RPG Maker Tutorials Hello everyone in this video we talk about ideas on .
This normally deals 50 damage, but should do 10 times that if the user is at 25% HP or less. HP Recover - HP will be restored.
Damage Formulas 101
Thank you! I've been rooting for custom damage formulas in MV, since the way they're written are a bit different XD. I've never been good with formula's probably because I sucked at maths so I can't get it to work exactly. Hi there! a would be Glasses and b would be Slime. MP Drain - . Woops, my bad. MP Recover - MP will be restored.