Difference between revisions of "XP Formula Library"
(→Damage Formulas) |
|||
Line 14: | Line 14: | ||
===Common XP Formulas=== | ===Common XP Formulas=== | ||
+ | |||
+ | ====Normal Attacks==== | ||
+ | Power = a.atk - (b.def / 2) | ||
+ | Rate = 20 + a.str | ||
+ | Variance = 15 | ||
+ | Minimum power = 0 | ||
+ | |||
+ | ====Skills==== | ||
+ | '''If Skill Power is positive:''' | ||
+ | Power = (a.atk x skill.atkFactor / 100) - (b.def x skill.defFactor / 200) - (b.mdf x skill.mdfFactor / 200) | ||
+ | Variance = skill.variance | ||
+ | Minimum power = 0 | ||
+ | |||
+ | '''If Skill's Power is negative:''' | ||
+ | Power = 20 + (a.str x skill.strFactor / 100) + (a.dex x skill.dexFactor / 100) + (a.agi x skill.agiFactor / 100) + (a.int x skill.intFactor / 100) | ||
+ | Variance = skill.variance | ||
+ | |||
+ | ====Items==== | ||
+ | '''HP recovery amount is negative:''' | ||
+ | Power = -Amount HP Recovered - (b.def x item.defFactor / 20) - (b.mdf x item.mdfFactor / 20) | ||
+ | Variance = item.variance | ||
+ | Minimum power = 0 | ||
+ | |||
+ | '''HP recovery amount is positive:''' | ||
+ | Power = -Amount of HP recovered | ||
+ | Variance = item.variance | ||
+ | Minimum power = 0 | ||
+ | |||
+ | Damage = power x multiplier / 20 x elemental modifier x critical modifier x defense modifier (+- variance %) | ||
+ | |||
+ | Elemental modifier: The weakest of b's effective elements corresponding to the action's element (s). | ||
+ | [A: 200%, B: 150%, C: 100%, D:50%, E: 0%, F: -100%] | ||
+ | Critical modifier: Equals 2 when the damage is positive and a critical hit is made. | ||
+ | Defense modifier: Equals 1/2 when the damage is positive and b is defending. | ||
+ | |||
+ | ==Hit Formula== | ||
+ | Hit formulas by default are used in [[Skills]], and are primarily used to determine whether an attack hits successfully or not. In XP, "to hit" is split into: | ||
+ | *First Hit | ||
+ | *Is Critical Hit? | ||
+ | *Second Hit | ||
+ | |||
+ | ===Common XP Formulas=== | ||
+ | ====First Hit==== | ||
+ | '''Normal Attacks''': First hit rate = a.state.hitRate | ||
+ | '''Skills If Attack Power F is 1 or greater (physical attack)''': First hit rate = skill.hitRate x a.state.hitRate / 100 | ||
+ | '''Skills If Attack Power F is 0 (non-physical attack)''': First hit rate = skill.hitRate | ||
+ | '''Items''': First hit rate = item.hitRate | ||
+ | |||
+ | If a's condition is normal, the state hit rate is 100. | ||
+ | |||
+ | ====Is Critical Hit?==== | ||
+ | '''Normal Attacks''': Critical hit rate = 4 x a.dex / b.agi | ||
+ | '''Skills''': Critical hit rate = 0 | ||
+ | '''Items''': Critical hit rate = 0 | ||
+ | |||
+ | ====Second Hit==== | ||
+ | If damage is negative, second hit rate = 100% | ||
+ | |||
+ | '''If damage is positive:''' | ||
+ | '''If b's condition is normal:''' | ||
+ | evasion = 8 x b.agi / a.dex + b.evade | ||
+ | |||
+ | '''Normal attacks''': Second hit rate = 100 - evasion | ||
+ | '''Skills''': Second hit rate = 100 - (evasion x skill.evasionF / 100) | ||
+ | '''Items''': Second hit rate = 100% | ||
+ | |||
+ | ==Escape Formula== | ||
+ | Determines whether an escape attempt is successful or not. | ||
+ | |||
+ | ===Common XP Formulas=== | ||
+ | Successful escape rate = 50 x playerParty.avgAgi / monsterTroop.avgAgi | ||
==Related Topics== | ==Related Topics== | ||
* [[Dungeons and Dragons Engine/D&D Damage Formulas|D&D Damage Formulas]] | * [[Dungeons and Dragons Engine/D&D Damage Formulas|D&D Damage Formulas]] | ||
* [[MV Formula Library]] | * [[MV Formula Library]] | ||
+ | |||
+ | ==Sources== | ||
+ | * RPGMaker XP Product Documentation (Enterbrain) |
Revision as of 19:13, 19 February 2016
Formulas are Ruby expressions that are evaluated at run-time. You can use them in damage formulas to determine how much damage you inflict with a skill, or you can use them in script calls to perform certain functions that aren't provided through the event interface by default.
A formula may contain special formula variables that you can use to craft your formulas.
Contents
Damage Formulas
Damage formulas by default are used in Skills and Items, and are primarily used to determine how much base damage the action will inflict.
The following formula variables are available:
- a - user of the action
- b - target of the action
- v - game variables (equivalent to $game_variables)
Common XP Formulas
Normal Attacks
Power = a.atk - (b.def / 2) Rate = 20 + a.str Variance = 15 Minimum power = 0
Skills
If Skill Power is positive: Power = (a.atk x skill.atkFactor / 100) - (b.def x skill.defFactor / 200) - (b.mdf x skill.mdfFactor / 200) Variance = skill.variance Minimum power = 0
If Skill's Power is negative: Power = 20 + (a.str x skill.strFactor / 100) + (a.dex x skill.dexFactor / 100) + (a.agi x skill.agiFactor / 100) + (a.int x skill.intFactor / 100) Variance = skill.variance
Items
HP recovery amount is negative: Power = -Amount HP Recovered - (b.def x item.defFactor / 20) - (b.mdf x item.mdfFactor / 20) Variance = item.variance Minimum power = 0
HP recovery amount is positive: Power = -Amount of HP recovered Variance = item.variance Minimum power = 0
Damage = power x multiplier / 20 x elemental modifier x critical modifier x defense modifier (+- variance %)
Elemental modifier: The weakest of b's effective elements corresponding to the action's element (s). [A: 200%, B: 150%, C: 100%, D:50%, E: 0%, F: -100%] Critical modifier: Equals 2 when the damage is positive and a critical hit is made. Defense modifier: Equals 1/2 when the damage is positive and b is defending.
Hit Formula
Hit formulas by default are used in Skills, and are primarily used to determine whether an attack hits successfully or not. In XP, "to hit" is split into:
- First Hit
- Is Critical Hit?
- Second Hit
Common XP Formulas
First Hit
Normal Attacks: First hit rate = a.state.hitRate Skills If Attack Power F is 1 or greater (physical attack): First hit rate = skill.hitRate x a.state.hitRate / 100 Skills If Attack Power F is 0 (non-physical attack): First hit rate = skill.hitRate Items: First hit rate = item.hitRate
If a's condition is normal, the state hit rate is 100.
Is Critical Hit?
Normal Attacks: Critical hit rate = 4 x a.dex / b.agi Skills: Critical hit rate = 0 Items: Critical hit rate = 0
Second Hit
If damage is negative, second hit rate = 100%
If damage is positive: If b's condition is normal: evasion = 8 x b.agi / a.dex + b.evade
Normal attacks: Second hit rate = 100 - evasion Skills: Second hit rate = 100 - (evasion x skill.evasionF / 100) Items: Second hit rate = 100%
Escape Formula
Determines whether an escape attempt is successful or not.
Common XP Formulas
Successful escape rate = 50 x playerParty.avgAgi / monsterTroop.avgAgi
Related Topics
Sources
- RPGMaker XP Product Documentation (Enterbrain)