Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
- 8Lunatic Mode
- 9Action Sequences
Doing this can cause party members or enemies to deal close to no damage or no damage. There is a better attack formula for this. Attack. (100/ (100+defense)). This tutorial explains how to create a skill which 'marks' a chosen enemy. This mark allows a particular actor to deal more damage to that enemy so long as the mark is up. So, for example, Nick the Ninja can cast the skill 'marked for death' on Slime B, and then deal increased damage to Slime B for X turns. It then explores a few variations on that theme. This can be done exclusively. RPG Maker EXP Calculator Version: 1.00. Welcome to a RPG Maker calculator! The following is a calculator for determining the amount of times an Actor using a Class with a specified EXP curve would have to gain a certain amount of EXP before leveling to their next level.
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System
This is a plugin created for RPG Maker MV.
For help on how to install plugins, click here.
For help on how to update plugins, click here.
Got errors with your RPG Maker MV plugin? Click here.
Extension Plugins
The following plugins are Extension Plugins that require this plugin as its Parent Plugin.
Place the following plugins below this plugin located in the Plugin Manager if you plan on using them.
Yanfly Engine Plugins
This plugin is a part of the Yanfly Engine Plugins library.
Introduction
Notetags
RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.
Here is a list of Notetag(s) that you may use.
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Plugin Commands
Plugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MV.
Here is a list of Plugin Command(s) that you may use:
Rpg Maker Mv Skills
Lunatic Mode
For advanced users who have an understanding of JavaScript, you can use the following features added by the plugin to further enhance what you can do with your game project.
Damage Formula
Damage Steps
Action Sequences
These are action sequences that you can use with this plugin. Action Sequences will require Yanfly's Battle Engine Core to work.
Action Sequences - ala Melody
Battle Engine Core includes Yanfly Engine Melody's Battle Engine system,where each individual aspect of the skill and item effects can be controlledto a degree. These are called Action Sequences, where each command in theaction sequence causes the game to perform a distinct individual action.
Each skill and item consists of five different action sequences. They are asfollows:
- 1. Setup Actions
- They prepare the active battler before carrying out the bulk of the action
and its individual effects. Usually what you see here are things such as theactive battler moving forward a bit, unsheathing their weapon, etc. This stepwill occur before the active battler expends their skill or item costs.
- 2. Whole Actions
- These actions will affect all of the targets simultaneously. Although this
section does not need to be used, most actions will use this for displayinganimations upon all enemies. This step occurs after skill and item costs.
- 3. Target Actions
- This section will affect all of the targets individually. Used primarily
for physical attacks that will deliver more personal forms of damage. Actionsthat occur here will not affect other targets unless specifically ordered todo so otherwise.
- 4. Follow Actions
- This section will dedicate towards cleanup work after the individual
targeting actions. Here, it'll do things such as removing immortal flags,start up common events, and more.
- 5. Finish Actions
- This section will have the active battler close up the action sequence.
Usually stuff like running waits and holds at the last minute for skills anditems, moving back to place, and others.
Now that you know each of the five steps each action sequence goes through,here's the tags you can insert inside of skills and items. Pay attention toeach tag name.
They will do their own respective action sets. The methods to insert for theaction list can be found below in the core of the Help Manual.
Furthermore, to prevent overflooding every single one of your database item'snoteboxes with action sequence lists, there's a shortcut you can take to copyall of the setup actions, whole actions, target actions, follow actions, andfinish actions with just one line.
Replace x with 'item' or 'skill' to set the type for the action list code todirectly copy. The integer y is then the ID assigned for that particularobject type. For example, to copy 45th skill's action sequences, the codewould be <action copy: skill:45> for anything that will accept these actioncodes. If you do use this notetag, it will take priority over any customthat you've placed in the notebox.
Target Typing
You may notice that in some of the actions below will say 'refer to targettyping' which is this section right here. Here's a quick run down on thevarious targets you may select.
user | This will select the active battler. |
target, targets | These will select the active targets in question. |
actors, existing actors | These will select all living actors. |
all actors | This will select all actors including dead ones. |
dead actors | This will select only dead actors. |
actors not user | This will select all living actors except for the user. |
actor x | This will select the actor in slot x. |
character x | This will select the specific character with actor ID x. |
enemies, existing enemies | This will select all living enemies. |
all enemies | This will select all enemies, even dead. |
dead enemies | This will select only dead enemies. |
enemies not user | This will select all enemies except for the user. |
enemy x | This will select the enemy in slot x. |
friends | This will select the battler's alive allies. |
all friends | This will select the all of battler's allies, even dead. |
dead friends | This will select the battler's dead allies. |
friends not user | This will select the battler's allies except itself. |
friend x | This will select the battler's ally in slot x. |
opponents | This will select the battler's alive opponents. |
all opponents | This will select the all of the battler's opponents. |
dead opponents | This will select the battler's dead opponents. |
opponent x | This will select the battler's opponent in slot x. |
all alive | Selects all living actors and enemies. |
all members | Selects all living and dead actors and enemies. |
all dead | Selects all dead actors and enemies. |
all not user | This will select all living battlers except user. |
focus | Selects the active battler and its targets. |
not focus | Selects everything but the active battler and its targets. |
prev target | Requires Action Sequence Impact. During <Target Actions>, this will get the previous target in the targets list. |
next target | Requires Action Sequence Impact. During <Target Actions>, this will get the next target in the targets list. |
$UnisonMemberX | Requires Unison Attack. Replace X with the Unison Attack participant where X is slot used based on the <Unison Skill: x, y, z> notetag. |
$UnisonMembers | Requires Unison Attack. Returns all of the participating Unison Skill members. |
Action Sequence List
The following is a list of Action Sequences provided by this plugin.
Tips & Tricks
The following Tips & Tricks effects use this plugin:
Changelog
Retrieved from 'http://www.yanfly.moe/wiki/index.php?title=Damage_Core_(YEP)&oldid=4553'
Role of Data
Item data are those things which represent goods other than equipment. You can add effects that occur when an actor uses an item. Also, you can create items which are needed to progress the story (event contents) such as keys that open doors.
Rpg Maker Mv States
Parameter Details
General Settings
Name
Rpg Maker Mv Damage Formulas
Name of the item. If the name is long, it may not be completely displayed on the Play Screen.
Icon
Image which appears together with the item name during gameplay. You can select an image in the [Select an Image] window that appears after double-clicking on the icon's image.
Description
The description that appears when an item is selected in the Play Screen.
Item Type
The type of item.
- [Key Item]
- Displayed in a different frame from regular items in the item menu during gameplay.
- [Hidden Item A] and [Hidden Item B]
- These are not displayed on the item screen. These are special items that are only displayed when selecting items during events.
Price
This is the price of the item when purchasing it in a shop. The price when selling an item will be half of its original price. You can set it so it cannot be sold by setting this value to zero.
Consumable
This parameter determines whether or not an item disappears after being used. If you set this to [Yes], the quantity of this item will go down by one every time it is used.
Scope
The scope of the item's effect. You must choose one of the following.
- None
- Those items that have a scope which does not need to be specified
- 1 Enemy
- One enemy within a group of enemies
- All enemies
- Entire enemy group
- X Random Enemy
- Randomly select number of enemies in a group (X being the number of targets)
- 1 Ally
- One ally within a group of allies
- All Allies
- All allies in a group
- 1 Ally (Dead)
- A specified ally in a group which is dead
- All Allies (Dead)
- All dead allies in a group
- The User
- The user of the item
Occasion
The state in which an item can be used. Select one of the following: [Always] (possible to select both in battle and in the Menu Screen), [Battle Screen] (only selectable during battle), [Menu Screen] (only selectable in the Menu Screen), [Never].
Invocation
Speed
The value (between -2000 and 2000) added to an actor's Agility when using an item. Affects the action order during battle, meaning that they can be effects which are small but can be used quickly, big but take time to use.
Success
The rate of success (0 to 100%) when using an item. The effectiveness of the target affects the actual rate of success.
Repeat
The number of times (1 to 9 times) an effect is applied when used once.
TP Gain
The amount of TP gained after applying an effect to a target after used successfully.
Hit Type
Determines the type of hit.
- Certain Hit
- Treats the successful use of a skill as a hit. Counterattacks, Counter Magic and substitutions are ineffective.
- Physical Attack
- Determines the success based on the user's hit rate and the evasion rate of the target. Counterattacks and substitutions are applicable.
- Magic Attack
- Determines the success based on magic evasion rate of the target. Counter Magic and substitutions are applicable.
Animations
Animations that appear on the target of the item used during battle.
Type
Effect types related to HP and MP. Select one open from 6 different types. [Damage] decreases, [Recover] increases, and [Drain] transfers (removes a small amount from target and gives to user).
Element
The element that is assigned to an effect.
Damage
Specify the formula for the type of effect and the amount of effectiveness if a skill damages a target.
Determine the referenced parameter using the strings below when entering a formula directly. Change 'x' to 'a' when referring to a value of the attacker, and 'b' when referring to a value of the target. Entering 'a.atk' refers to the attack power of the attacker. Additionally, you can reference the 'n' variable's value by entering 'v[n]'. You can use the 4 basic arithmetic operator(+, -, *, /) symbols when writing your formula.
When you enter 'a.atk * 4 - b.def * 2', the value for the effectiveness of an item will be calculated as '(Attacker's Attack Power x 4) - (Target's Defense x 2)'.
Rpg Maker Mv Skill Formula
Also, since the effectiveness of an item can change depending on the element and defense actions, these factors will not be included in the formula.x.atk | Attack Power |
---|---|
x.def | Defense |
x.mat | Magic Attack |
x.mdf | Magic Defense |
x.agi | Agility |
x.luk | Luck |
x.mhp | Max HP |
x.mmp | Max MP |
x.hp | Current HP |
x.mp | Current MP |
x.tp | Current TP |
x.level | Level |
![Rpg Rpg](/uploads/1/1/9/8/119877418/503296730.jpg)
Effects
Rpg Maker Mv Free
Details of effects aside from damage. These can be set in the [Effects] window that appear when double-clicking in the list. For more information, please refer to the [How to Set Effects] section.
Note
Rpg Maker Mv Damage Formula Generator
The [Note] section can be used to make notes while making your game.