

In the last step of the damage value = skill + bonus1 + bonus2 etc… Maybe something like yanfly damage core can help you to do that, like simulating the dmg of the skill and each of the bonus and storing it to variables that would be used to calculate the final damage. That would allow to have the formula for physical attack to use a.atk and the one for bonus elemental damage to use a.mat for example and the final damage would be a addition of the skill dmg + all the bonus dmg.
#Rpg maker mv target rate free
This plugin is free to be used for non-commercial projects, however, for usage on commercial. This plugins image shows an example with the font name Courier New and the font size 20. So we could select the element and the formula that element will use. Allows the developer to set a specific font name and/or size throughout all the games text (all windows, messages, etc). So the displayed value would be incorrectīut if you do the plugin / upgrade, a cool thing to add would be bonus damage formula. I can change the target hp via a common event using a formula, but it can’t kill him and there won’t be a pop up.
#Rpg maker mv target rate how to
I think that would work, but the formulas would be a mess and i’m not sure how the maker apply multiple elements on a weapon.Īnother option is to use a bonus skill to make multiple hits with different formulas (not sure how to do that without interromping the animation). I could use the script i made to calculate the weapon damage, them apply the damage formula of the bonus elemental damage using the target elemental rate. Change Handling, Treatment, Disposal of Waste or Target Parameter. I can use value = furmula, but it applies the skill element and etc. 276 62m Cost and Quality Improvements Using a Mass Spectrometer as the Detector for. But i’m not sure of how i would make to change the element of the attack in the formula. The enemy will use skills in accordance as to how they are in the action patterns setting. But damn, that was complicated to do for a skill that simple and to think i would have to put that script everytime i do skill like that… 😦Īnother thing i tried to do was using yanfly damage core to make a custom formula. Developers no longer have need to fight with RPG Makers default rating system to determine the style of action an enemy will be going to take. So i was thinking of using it (still need to complete some things tought) in a skill with no element and apply the dmg formula of the skill using the target element rates. I messed a little with the console and did a formula to get the elements of the weapon the actor is using. This would give actor A a 25% chance to get hit, B a 62.5% chance, and C a 12.5% chance.Thanks :). For example, if actor A has a TGR of 100%, actor B 250%, and actor C 50%, the total would be 400%. To get the actual exact chance of a character to be targetted, add all battler's TGR together who have a chance to get hit from a particular attack and then determine what percentage of the total each character has. So if you have a value of 110% and a value of 80%, the result would be 88% target rate (1.0 * 1.1 * 0.8).


These values start at 100% and MULTIPLY with each new rate. If you want an action to not be usable at specific targets, check the ‘Unreachable Targets’ plugin. This is the chance of a character to be targetted by an attack with a random target. Even if you create an condition that checks the enemies, if you have two enemies, nothing blocks you from using the skill on the target without the state. So if you have one that adds 5%, another that adds 10%, and a third that adds 20% the total TRG would be 35% or a value of 0.35 in the script. These values start at 0% (0.0 in the scripts) and get added to each other with each feature.

At the end of each turn the script looks at the total TRG on a character and increases TP by that percentage. I will explain each breifly since I think you're referring to the other, but asked for the one.
Make sure you're not confusing TRG (Tp ReGeneration) and TGR (TarGet Rate). This plugin allows skills to be used as dualtechs (or tripletechs, or quadtechs.) To assign a skill to being a multitech (just called 'dualtechs' for convenience from here on out), put the following tag in the skills Note box: