VIBRANTECHOES'S PROFILE
I only recently started working on my first RPG project, a fan-made Kirby title. I'm mostly an artist and remixer.
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Need a Sprite Artist for Kirby RPG. Willing to Pay.
So, I'm working on a fan-made Kirby RPG in RPG Maker MV and I've hit a sort of wall. I have need of a variety of ability sprites in the style of Kirby Super Star Ultra, and the one person who used to provide me with those has been extremely inactive for several months now. They don't seem interested in working for free OR for payment at this point, and I can't wait for them anymore.
Here are some examples of the standard of quality I'm setting:
I need walk cycle sheets and side view battle sheets for an unfortunately long list of abilities. I am willing to pay a spriter who can provide me with these.
Here are some examples of the standard of quality I'm setting:
I need walk cycle sheets and side view battle sheets for an unfortunately long list of abilities. I am willing to pay a spriter who can provide me with these.
[Musician] Musician for hire.
These are some great tracks you have here! If you're still available for taking on projects, I'd love to give you a few for my fan-made Kirby RPG.
[RMMV] Pokemon Damage Formula?
Tested it. This works perfectly so long as I use a plugin to give enemies levels, which is easy enough. I can just manually set a static level for each enemy that will never change or be shown, and only be used so that formulas like this one work. I don't have to rework anything else.
Thank so much for the help! This will make balancing the battle system far easier for me.
Thank so much for the help! This will make balancing the battle system far easier for me.
battle4.PNG
@kalledemos Yes, I drew those myself. A lot of the sprites for enemies and such are custom as well, but I didn't make most of them.
[RMMV] Pokemon Damage Formula?
I'm trying to figure out a way to make a damage formula that works the same or similar to the one used in Pokemon, since those are the games I'm most familiar with in their mechanics. I've already based the stats of all the actors in my game off of numbers similar to Pokemon stats. For example, the highest attack stat any of them can reach at max level is 385, and a more average one at max level is around 270.
There is only one source I've found that could have helped with this, but the formula in it is incomplete. It looks as if the attacker's level needs to be added. https://www.youtube.com/watch?v=T7BnC36jG24
Basically what I need help with is figuring out a way to write the following formula in MV, excluding the "modifier" : http://cdn.bulbagarden.net/upload/4/47/DamageCalc.png
"modifier" is done in RPG automatically through things like elemental matchups and such, so I don't need to include it.
"base" is in place of the attack's base power. For examples, in Pokemon, a weak base power is 30 and a strong one is around 100.
I'm really not skilled at math and have no idea how to approach this. I really don't know how to write formulas out myself, even after looking at all the terms and symbols and what they mean. If someone could rewrite this formula in a way that functions in MV or at least a similar one, that would help me out a lot.
If it helps or matters at all, the main reason I would prefer to stick to something similar to Pokemon instead of, say, Final Fantasy is that I want to avoid getting into huge numbers. The game I'm developing is a fan-made Kirby RPG, so I want to design it similarly to Nintendo's RPGs, which typically don't have you dealing out thousands of points of damage like most JRPGs. This makes it much easier to tell whether you're dealing large or small amounts of damage, since the numbers you're comparing aren't so vastly different. Basically, I want to avoid having any numbers above the triple digits.
There is only one source I've found that could have helped with this, but the formula in it is incomplete. It looks as if the attacker's level needs to be added. https://www.youtube.com/watch?v=T7BnC36jG24
Basically what I need help with is figuring out a way to write the following formula in MV, excluding the "modifier" : http://cdn.bulbagarden.net/upload/4/47/DamageCalc.png
"modifier" is done in RPG automatically through things like elemental matchups and such, so I don't need to include it.
"base" is in place of the attack's base power. For examples, in Pokemon, a weak base power is 30 and a strong one is around 100.
I'm really not skilled at math and have no idea how to approach this. I really don't know how to write formulas out myself, even after looking at all the terms and symbols and what they mean. If someone could rewrite this formula in a way that functions in MV or at least a similar one, that would help me out a lot.
If it helps or matters at all, the main reason I would prefer to stick to something similar to Pokemon instead of, say, Final Fantasy is that I want to avoid getting into huge numbers. The game I'm developing is a fan-made Kirby RPG, so I want to design it similarly to Nintendo's RPGs, which typically don't have you dealing out thousands of points of damage like most JRPGs. This makes it much easier to tell whether you're dealing large or small amounts of damage, since the numbers you're comparing aren't so vastly different. Basically, I want to avoid having any numbers above the triple digits.
[RMMV] How to Always Deal at Least 1 HP Damage? SOLVED
author=GreatRedSpirit
Use Math.max to set a floor value, Math.max will pick the bigger of the two numbers you give it so if your damage algorithm goes below 1 it'll use 1 instead. ex:
Math.max(a.atk * 2 - b.def, 1)
Documentation of Math.max
e: There should be a way to make it easier as a script/plugin instead of having to do this for every skill but I don't have mv's backend handy atm.
Thank you so much! That's exactly how I wanted it to work.
[RMMV] How to Always Deal at Least 1 HP Damage? SOLVED
I've tested these formulas extensively enough to know it's not the variance. Every single one of those formulas changes the damage dealt to 1 every single time, regardless of anything else. The opponent's defense and the attacker's strength no longer matter; it always deals 1 damage even in a case where it should be dealing a much higher number.
What I'm trying to do is make the minimum damage for every attack 1 instead of 0. I don't want it to be possible for attacks to deal a damage of 0. I want even the weakest possible attack against the strongest possible enemy to deal 1 HP damage, without changing anything else. Everything else should still work the same. I can't seem to make a formula that does that. Just adding +1 on the end, for some reason, makes it so that every attack always just does 1 damage like mentioned above. That is the issue.
What I'm trying to do is make the minimum damage for every attack 1 instead of 0. I don't want it to be possible for attacks to deal a damage of 0. I want even the weakest possible attack against the strongest possible enemy to deal 1 HP damage, without changing anything else. Everything else should still work the same. I can't seem to make a formula that does that. Just adding +1 on the end, for some reason, makes it so that every attack always just does 1 damage like mentioned above. That is the issue.
[RMMV] How to Always Deal at Least 1 HP Damage? SOLVED
No no no, I want to make it so that it's not possible for a damaging attack to deal 0 HP damage. Like how in Pokemon, every time you try to deal damage it always does at least 1?
[RMMV] How to Always Deal at Least 1 HP Damage? SOLVED
I want to make a damage formula that ensures every hit that lands does at least 1 HP damage, rather than no damage at all, but I can't seem to find a way to do that. Every change I've tried to make has resulted in EVERY attack only doing 1 damage, completely bypassing anything else in the formula. Would anyone out there be able to help me with this? I can't seem to find a guide for how to write these formulas out, so I tried everything I could think of. I've tried all of the following and none have worked:
a.atk * 2 - b.def + 1
a.atk * 2 - b.def, 1
a.atk * 2 - b.def ; 1
(a.atk * 2 - b.def) + 1
(same thing but replace the parentheses with brackets)
{a.atk * 2 - b.def} + 1
a.atk * 2 - b.def + 1
a.atk * 2 - b.def, 1
a.atk * 2 - b.def ; 1
(a.atk * 2 - b.def) + 1
(same thing but replace the parentheses with brackets)
{a.atk * 2 - b.def} + 1














