[RM2K3][RM2K] BATTLE SELF-DESTRUCTION FORMULA? [SOLVED]
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In order to emulate properly this feature, we are trying to guess how is it working.
This formula is not documented in the official documentation.
Do you have any idea about how is this working?
This formula is not documented in the official documentation.
Do you have any idea about how is this working?
Urgh.
The formula erases the monster, using some combination of either remaining hp or attack to determine damage (not really sure but you can test it by adjusting hp and attack). The monster is treated as if it had run, because no experience is gained and no items seem to be earned.
This kinda... sucks as a mechanism. I mean, I can get the reasoning behind doing it this way, but supposing I wanted to do a boss that summoned bombs, they would be limited to a single summon, rather than getting killed and me simply removing death.
The formula erases the monster, using some combination of either remaining hp or attack to determine damage (not really sure but you can test it by adjusting hp and attack). The monster is treated as if it had run, because no experience is gained and no items seem to be earned.
This kinda... sucks as a mechanism. I mean, I can get the reasoning behind doing it this way, but supposing I wanted to do a boss that summoned bombs, they would be limited to a single summon, rather than getting killed and me simply removing death.
thanks bulmabriefs144. The formula was kindly provided by Bugmenot yesterday on German forums. The effect seems to work like a normal attack but with 100% effectiveness.
I made a mistake. It's 200% DMG of normal attacks:
selfdestruct DMG = [1/1]STR(user) - [1/2]DEF(target) +|- 20% variance
normal attack DMG = [1/2]STR(user) - [1/4]DEF(target) +|- 20% variance
Remaining HP does not matter. Status is set to 'not in battle' / escaped / hidden.
(You can actually get those monsters back into battle with that event command that shows (right click'd) hidden monsters).
Whatever Ghabry got should be on point, though.
selfdestruct DMG = [1/1]STR(user) - [1/2]DEF(target) +|- 20% variance
normal attack DMG = [1/2]STR(user) - [1/4]DEF(target) +|- 20% variance
Remaining HP does not matter. Status is set to 'not in battle' / escaped / hidden.
(You can actually get those monsters back into battle with that event command that shows (right click'd) hidden monsters).
Whatever Ghabry got should be on point, though.
"(You can actually get those monsters back into battle with that event command that shows (right click'd) hidden monsters). "
Of wow. That's silly. Something new learned. Mass self destruction with reappear each turn, that's evil ;)
Of wow. That's silly. Something new learned. Mass self destruction with reappear each turn, that's evil ;)
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