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How to make a pokemon game on rpg maker vx ace
How to make a pokemon game on rpg maker vx ace






how to make a pokemon game on rpg maker vx ace

Buffs and debuffs can be controlled via formulas.They return booleans (true-false) and can be used in if-else statements. In these cases you can use isActor() and isEnemy() (with an a. There may come a time when you want a skill to have different effects depending on whether the user/target is an actor or an enemy.MV/Z: Math.randomInt(max)+min - returns a random number between min and max​ These values are generally not useful in damage formulas, but are certainly available if you want to get more creative. This is important for using buffs in a formula, which I will get to towards the end.Īll of the following are decimal numbers. You will see that some have an ID number listed. "Okay, but what are all the parameters for a and b, besides atk, def, mat, and mdf?" Turns out that there are quite a lot of them.

how to make a pokemon game on rpg maker vx ace

That's not very much - this skill is not necessarily good on all enemies. With a variance of 20, the actual damage will be between 92-138 damage. Say the user's ATK is 25, MAT is 20, and the enemy's DEF is 30, MDF is 15.Translating into English, "The damage dealt equals the user's physical attack multiplied by 4 plus the user's magic attack multiplied by 3, minus the target's physical defense and magic defense.".The skill description tells us, "Damage is based off user's ATK and MAT.".








How to make a pokemon game on rpg maker vx ace