Mr. Trivel
Praised Adventurer
- Xy$
- 0.00
Damage Formulas 101
MV Edition
You probably wondered how to make a skill do more damage against enemies with a state, or heal more if player has a state, or deal exactly half of enemy's HP. And so on.
All of that and more can be done through custom damage formula.
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Basics:
Type - sets what does the formula damage or heal.
None - Nothing, no damage will be dealt.
HP Damage - HP will be damaged
MP Damage - MP will be damaged
HP Recover - HP will be restored
MP Recover - MP will be restored
HP Drain - Deals damage to enemy HP and restores that much HP for attacker
MP Drain - Deals damage to enemy MP and restores that much MP for attacker
Element - Sets which element to use. Normal attack - means will use same element as weapon.
Variance - How will damage fluctuate. E.g. If skill formula says it deals 100 damage and variance is 20%, the skill will deal between 80 and 120 damage.
Critical - Can skill critically hit, dealing increased damage by 300%.
And now, the actual fun part - formulas!
It decides how much damage will opponent take or ally will heal.
Let's dissect one of basic formulas that come with RPG Maker MV - Fire
100 + a.mat * 2 - b.mdf * 2
What do things like a and b mean?
a - attacker
b - defender
So if Actor Glasses were to cast Fire on a Slime. a would be Glasses and b would be Slime.
Meaning the takes double of Glasses mat (Magic Attack) parameter and subtracts double of Slime's mdf (Magic Defense) parameter and adds that to the 100 in the beginning ofthe formula.
E.g. Glasses has 100 mat and Slime has 20 mdf. If we were to convert fomula using those numbers, we'd have - 100 + 100*2 - 20*2, after calculation we see with those parameters Fire would deal 260 damage if there were no variance.
But only last number in the formula deals damage. If you had 2 lines of formula. (semicolon ; tells where line ends for the program)
E.g. a.atk; a.atk*2
Only a.atk*2 would be calculated for damage.
Are there more letters other than a and b for the formulas?
Yes. There are variables. Which are used like this: v[ID]. ID - index of the variable.
So you could have a skill that gets stronger the higher variable is.
E.g. v[10] * 2 - b.def * 3
Is there a way to make skill even more complex, e.g. if some variable is over 100, deal extra damage?
Yes, in that case we can use if else statements.
How if else statement looks:
Code:
if (statement)
{
formula1;
}
else
{
formula2;
}
Just write everything together~
Code:
if (statement) { formula1; } else { formula2; }
Code:
if (v[10] > 100) { a.atk*4 - b.def*2 } else { a.atk*2 - b.def*2 }
Code:
if (statement)
formula1;
else
formula2;
Code:
if (v[10] > 100) a.atk*4 - b.def*2; else a.atk*2 - b.def*2;
statement ? formula1 : formula2;
E.g.:
Code:
v[10] > 100 ? a.atk*4 - b.def*2 : a.atk*2 - b.def*2;
> - more than
< - less than
>= more than or equal to
<= less than or equal to
=== equal to
&& and
|| or
!== not equal
! not
Examples:
v[10] > 100 ? 1000 : 100; (If variable 10 is more than 100, it'll deal 1000 damage, else it'll only deal 100)
v[10] < 100 ? 1000 : 100; (If variable 10 is less than 100, it'll deal 1000 damage, else, it'll only deal 100)
v[10] >== 100 ? 1000 : 100; (If variable is 100 or more, it'll deal 1000 damage, else it'll only deal 100)
v[10] <== 100 ? 1000 : 100; (If variable is 100 or less, it'll deal 1000 damage, else it'll only deal 100)
v[10] === 100 ? 1000: 100; (If variable is equal to 100, it'll deal 1000 damage, else it'll only deal 100)
v[10] > 50 && v[11] >== 25 ? 1000 : 100; (If variable 10 is more than 50 and variable 11 is 25 or more, it'll deal 1000 damage, else it'll only deal 100)
v[10] > 50 || v[11] > 50 ? 1000 : 100; (If variable 10 is more than 50 or variable 11 is more than 50 then it'll deal 1000 damage, it'll only deal 100)
v[10] !== 100 ? 1000 : 100; (If variable 10 is not equal to 100, it'll deal 1000 damage else it'll only deal 100)
What about parameters to use for a and b?
Here's a whole list of them:
Current: (All flat numbers, e.g.: 900, 999, 11)
level - current level (Actor only by default)
hp - current hp
mp - current mp
tp - current tp
Params: (All flat numbers, e.g.: 1337, 7331, 156)
mhp - max hp
mmp - max MP
atk - attack
def - defence
mat - magic attack
mdf - magic defence
agi - agility
luk - luck
XParams: (All decimal numbers symbolizing percent, e.g. 1.0, 0.5, 0.75, 2.44 would be 100%, 50%, 75%, 244%)
hit - Hit rate
eva - Evasion rate
cri - Critical rate
cev - Critical evasion rate
mev - Magic evasion rate
mrf - Magic reflection rate
cnt - Counter attack rate
hrg - HP regeneration rate
mrg - MP regeneration rate
trg - TP regeneration rate
SParams:(All decimal numbers symbolizing percent, e.g. 1.0, 0.5, 0.75, 2.44 would be 100%, 50%, 75%, 244%)
tgr - Target Rate
grd - Guard effect rate
rec - Recovery effect rate
pha - Pharmacology
mcr - MP Cost rate
tcr - TP Charge rate
pdr - Physical damage rate
mdr - Magical damage rate
fdr - Floor damage rate
exr - Experience rate
How about changing HP/MP/TP?
gainHp(value) - restores HP by value
gainMp(value) - restores MP by value
gainTp(value) - restores TP by value
setHp(hp) - sets HP to value
setMp(mp) - sets MP to value
setTp(tp) - sets TP to value
E.g. a.setHp(a.mhp)
E.g. a.setHp(a.hp + 100)
clearTp() - sets TP to 0
What about advanced stuff where you can influence formulas with states?
We got all that!
isStateAffected(stateId) - checks if battler has state inflicted to them.
E.g. b.isStateAffected(10) ? 10000 : 1;
isDeathStateAffected() - checks if battler has death state inflicted to them.
E.g. b.isDeathStateAffected() ? 10000 : 1;
resetStateCounts(stateId) - refreshes how long state will last for the battler
if (b.isStateAffected(10)) b.resetStateCounts(10); 100
updateStateTurns() - shortens all states on battler by 1 turn
b.updateStateTurns(); 100
addState(stateId) - adds state to the battler
if (!b.isStateAffected(10)) b.addState(10); 100
isStateAddable(stateId) - checks if state can be added to the battler
c=100; if (b.isStateAddable(10)) b.addState(10); else c=4000; c
removeState(stateId) - removes state from the battler
if (a.isStateAffected(10)) a.removeState(10); 0
What about buffs? Can we buff and debuff battlers?
Yes!
addBuff(paramId, turns) - adds a buff for a parameter
a.addBuff(0, 3); b.def*10
addDebuff(paramId, turns) - adds a debuff for a parameter
b.addDebuff(2, 10); 9999
removeBuff(paramId) - removes a buff or debuff from a battler
removeAllBuffs() - removes all buffs and debuffs from a battler
Parameter IDs
0 - Max HP
1 - Max MP
2 - Attack
3 - Defence
4 - Magic Attack
5 - Magic Defence
6 - Agility
7 - Luck
General Battler Stuff
die() - kills the battler
b.die(); 0
revive() - revives the battler
a.revive(); 1000
paramBase(paramId) - gets base parameter
a.paramBase(3)*10 - b.def*2
paramPlus(paramId) - gets the bonus of parameter
a.paramPlus(3)*2 - b.def*2
paramMax(paramId) - gets max possible value of parameter
b.paramMax(0)
elementRate(elementId) - checks element rate of the battler (rate being decimal numbers representing %)
b.elementRate(10) >== 0.5 ? 10000 : a.mat*4;
isStateResist(stateId) - checks whether the battler resists state
c=0; b.isStateResist(10) ? c+=2000 : b.addState(10); c
isSkillTypeSealed(stypeId) - checks if battler's skill type is sealed
isSkillSealed(skillId) - checks if battler's skill is sealed
isEquipTypeSealed(etypeId) - checks if battler's equip type is sealed
isDualWield() - checks if battler can dual wield
isGuard() - checks if battler is guarding
recoverAll() - removes all states, restores HP and MP to max
hpRate() - checks HP rate of battler
mpRate() - checks MP rate of battler
tpRate() - checks TP rate of battler
b.hpRate() < 0.5 ? b.hp-1 : 100;
isActor() - checks if battler is actor
isEnemy() - checks if battler is enemy
escape() - escapes from battle
b.escape() (makes enemy run away)
consumeItem(item) - eat up an item
a.consumeItem($dataItems[15]); 100
For actor only:
currentExp() - current EXP
currentLevelExp() - EXP needed for current level
nextLevelExp() - EXP needed for next level
nextRequiredExp() - EXP left until next level
maxLevel() - max level of actor
isMaxlevel() - is actor max level (true/false)
hasWeapon() - is actor wielding a weapon (true/false)
hasArmor() - is actor wearing any armor (true/false)
clearEquipments() - unequip everything actor is wearing
isClass(gameClass) - checks if actor is of a class (gameClass - $dataClasses[ID])
hasNoWeapons() - checks if actor doesn't have any weapons
levelUp() - levels actor up
levelDown() - level actor down
gainExp(exp) - gives actor exp
learnSkill(skillId) - makes actor learn a skill
forgetSkill(skillId) - makes actor forget a skill
isLearnedSkill(skillId) - checks if actor has a skill learned
actorId() - returns Actor's ID
For enemy only:
enemyId() - returns Enemy's ID
What about Math? Can we use Math methods inside the formula?
Yup, you totally can.
Math.random() - returns a random number between 0 and 1 (0 <= n < 1)
Math.min(numbers) - returns a minimum number from provided numbers.
E.g. Math.min(10, 50, 40, 200) - would return 10.
Math.max(numbers) - returns a maximum number from provided numbers.
E.g. Math.max(10, 50, 40, 200) - would return 200.
Math.round(number) - rounds a number to nearest integer.
Math.ceil(number) - rounds the number up to nearest integer.
Math.floor(number) - rounds the number down to nearest integer.
Math.rand() returns a number between 0 and 1, but can we get a random number between 1 and 100? Or 5 and 200?
No problem:
Math.floor(Math.random()*100)+1
^ That would return a number between 1 and 100. If we didn't add 1 at the end, it'd only return a number between 0 and 99.
But that's a lot of text? Could we simplify somehow?
Thankfully, there's a method in rpg_core.js that adds Math.randomInt(max);
So we can write the same using:
Math.randomInt(100)+1
If you have any questions, feel free to ask or discuss various ways to make specific skills.