In the database, click on the "Troops" tab to create a new enemy troop that your player can encounter when they play your game. Now that we've created our enemy, let's set it up so that our players can fight it. Your enemy is now ready to fight! Step 5: Making a New Enemy Troop Feel free to customize its Max HP, Max MP, Attack, Defense, M.Attack, M.Defense, Agility, Luck, Rewards, Drop Items, Traits, and Action Patterns in any way you want. png image and either click its name, the image itself, or "OK" to set the image. Simply import it to the other directory and you should be able to find it.) If you want your game's battle system to be in "Side View" and you can't find your created enemy, you saved it to the wrong directory. Because of this, there are two directories for enemy images, one for front view battles (img/enemies) and one for side view battles (img/sv_enemies). (Note: RPGMaker MZ has the option to set the point of view for battles in either "Front View" or "Side View". Click on the blank image to open up an alphabetized list of all the enemy. (You can also replace an existing enemy, if you wish)Ĭlick on a blank bar in the list of enemies to start creating a new enemy. Set the value to at least 6 for now so we can add one more enemy. To store more enemies, click on "Change Maximum" to allocate more memory for enemies in your game. RPGMaker has a maximum of 5 enemies already programmed by default. This will open your RPGMaker project's database, where you can establish many characteristics of the objects in your game.Ĭlick on the "Enemies" tab to manage your game's enemies. On the main screen, click on the "Database" button. Be sure to preface with =ROUND so that the result ends in a proper integer instead of a floating point number.Now that we've imported our enemy into RPGMaker, it's time to make it something that your player can fight! This requires you to understand how formulae work in Excel/Google Sheets, but all you have to do is just make a list of all of your attacks and abilities that use a damage formula and input the data in the cells. MODIFER RATES - The yellow boxes show indicate the modifier rates which are calculated after each damage formula.įORMULAE - This is the area that requires the most setup if you wish to hot-swap between different attack formulae easily. You can have a look at the Min/Max Damage boxes to see the range of damage the attack will do, including on guard and on critical. The Variance Value shows how much more or less the damage may do after Variance is taken into account. Changes to the Variance box will be reflected in the Variance Value boxes on the left. VARIANCE- The purple boxes are to do with variance and you can edit the Variance box (default is 20) on the left side to your liking. Editing those stat values will automatically reflect in the Damage Result boxes. STAT VALUES - The stat values in green on both the Attacker side (left) and the Defender side (right). This is a good way to hot-swap between different attacks and abilities' damage formulae. By default it is set to which references the damage formula for Normal Attack. The top Damage Result box can be edited to reflect a damage formula or a cell on the sheet with a damage formula on it. By default they are set to half the final damage for guarding and 3x the damage for critical hits. The Guarded and Critical cells may be edited to fit your formula for damage reduction on guard or damage increase on critical. There a bunch of editable regions and cells which are all color-coded for ease inside the calculator.ĭAMAGE RESULT - The red boxes show the final damage calculation, including the damage when guarded and when the attack procs a critical hit. When you open the damage calculator, be sure to make a copy of it, so you can edit it. I'm not an expert at Excel/Sheets, but this does require you to at least know how to input data and formulae into cells, since there's a little bit of optional setup. While I am aware of SumRndmDde's web-based calculator, there's a few things in this version which that version doesn't have, such as being able to use Physical/Magical/Recovery rates to determine damage/healing. I got a little tired of balancing my game and its attacks with the calculator on my phone between the multitude of damage formulae I have, so I decided to make this. I'm basing this off RPG Maker VX Ace, but I trust this should be applicable for all post-VX makers. This is a Google Sheets-based damage calculator for RPG Maker.
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