Game Development Reference
In-Depth Information
3.
Auto-removal Timing allows you to set whether the state is removed automatically
after a certain number of turns or not. Action End means that the state will be removed
after the affected actor or enemy takes a certain number of actions. Turn End means
that the state will be removed after a certain number of battle turns.
4.
Duration in Turns can only be edited if you have selected Action End or Turn End in
Auto-removal Timing. The first box defines the minimum number of turns the state
will last, while the second box notes the maximum number of turns.
5.
Remove by Damage gives a percentage chance based on the number placed in the
appropriate box to remove the state when the actor or enemy suffers damage.
6.
Remove by Walking . The state is automatically removed after the actor takes a certain
number of steps on the map. You can have any number from 0 to 9999 in that box.
7.
There are four kinds of messages you can edit. They display when an actor is affected
by a state, an enemy is affected by a state, the end of a turn when an actor or enemy is
still affected by a state, and when the state is removed.
8.
Last, Features return once again but don't bear additional explaining, as they do
mostly the same that they do in other sections. One thing that does bear mentioning
is that state 001 is a special state that is automatically applied whenever a character's
HP reaches 0. By default, it is called Death.
Back to Damage Formulas?
Back to damage formulas! We already scratched the tip of the figurative iceberg by noting the existence of add_buff()
and add_state() . Incidentally, remove_buff() and remove_state() exist as well. The remove methods only accept a
single parameter within their parentheses. In the case of remove_buff , you declare which of the eight main stats you
wish to remove a buff for. For remove_state , you define which state is to be removed.
You may have noticed that, in my use of those mentioned methods, I used a semicolon to divide them from the
damage formula. There is a little-known rule about damage formulas that is not mentioned within RMVXA, but here
it is: In any formula, you must end the formula with a damage value (or healing, as the case applies). The easiest way to
prove or disprove that assertion is by editing the damage formula of your new bow skill and adding a semicolon after
the damage with an add_state or add_buff command (remember that “a” before the command denotes user, while
“b” denotes target). If you did it correctly, you'll see that your skill now does nothing except apply the buff or state.
Now, switch the two halves of the formula around, and you'll do damage again.
Here are some other neat things you can do with damage formulas:
Making a skill that does more damage based on the target's active states : Say you want an
enemy that poisons the player's party and then tries to consume that poison to do
massive damage to its victims. You could have a formula like so: if b.state?(x);
b.remove_state(x);Winter.phys(1.0,a,b);else 0;end .
1. state? is another method within RMVXA. As the name might suggest, state? checks
if the target has x state, where x is the number of the state in the Database.
If the target has x state, the skill removes the state and then applies a custom damage
formula I came up with (that's the Winter.phys part). If you are using the full version
of RMVXA, I'll be covering how to add extensive damage formulas into the script editor
for you to call as in the preceding .
2.
If the target does not have x state, then the skill does 0 damage.
3.
4.
The end terminates the formula.
 
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