![]() for Auto Battle, all of a battler's available actions have to be evaluated in order to determine the optimal action to perform for battle. That's because for some cases, like the A.I. It's not at fault that we, the game devs, decided to put game mechanics inside the damage formulas.īut why did it calculate without the actions being performed though? It's doing what it's supposed to be doing: its job of calculating the damage formula. I say "culprit" in quotes because it's not really a culprit. The above two functions are the "culprit" to why this happens. Just what on earth happened? And why twice? I'll explain: On turn one, without doing anything at all, you'll see that Harold's HP is at 25% meaning his HP got halved TWICE, has his ATK buffed TWICE, has his DEF debuffed TWICE, and MP at 0. With that in mind, let's hit the Battle Test button and start a playtest. Note that in the screenshot above, there are no Troop events to cause anything special from happening. I'm picking the first one since it's the most convenient. Let's head over to the Troops tab in the Database. Now that everything is ready, it's time to go over and do a battle test! He seems fitting for the Berserker type, right? Why are we using Auto Battle? It's because it's one of the few ways RPG Maker utilizes the evaluation function for damage formulas. It will have the four skills we've just made. ![]() Now, let's create a Berserker class! The Berserker class will be a standard class. This is a skill that causes the user to lose all MP (brings it to 0) upon usage. This is a skill that causes the user to lose 50% of their HP upon usage. This is a skill that gives the user an DEF debuff for 5 turns.Ī.gainHp(Math.round(-a.hp * 0.5)) a.atk * 4 - b.def * 2 This is a skill that gives the user an ATK buff for 5 turns. Using the examples found in the article above, we'll have the following effects made for 4 different skills: ![]() This is to prove that there is no outside plugin influence to cause some of the problems occurring in what will be shown below. The above screenshot is to show you that there are no plugins installed. Let's create a brand new project to show off the controlled aspects of this problem. Let's take a look at what happens when mechanics are placed in damage formulas. to determine if it's the right skill to use, too. While damage calculations typically occur during battle and/or processing of the effects, they also occur when a skill or item is being evaluated by the A.I. That's because the damage formulas should be reserved for damage calculations only. Don't worry, even I fell prey to this early on in the RPG Maker MV lifecycle. While most of what the article teaches is okay, the parts where it teaches you how to add mechanics to it aren't because they can conflict heavily with how your game is supposed to operate when the time comes. It teaches you how to manipulate the damage formula to add in more complexity to skills and items. Every other RPG Maker MV/MZ battle-mechanics-loving user has seen this article on RPG Maker Web.
0 Comments
Leave a Reply. |