Shared Settings
These settings are shared between all skills and are where you can edit the formulas for standard, magic, and special attacks. When a new skill is created and it requires an attack damage formula, one of the current formula models will be automatically entered. However, this formula is just a template, and the parameters of each custom skill should be adjusted as needed. The auto guide also uses the standard attack formula.
[Standard Attack]
Edit the damage formula for standard attacks.
Formula Model | a.atk * a.mag - b.def * b.mag The formula model above cannot be changed. |
Attack Multiplier (a.mag) | Set the multiplier for the attacker. The default value is 1. |
Target Multiplier (b.mag) | Set the multiplier for the target. The default value is 1. |
Formula Post Value Input | Shows the formula with the current Attack Multiplier and Target Multiplier values in effect. |
[Magic Attack]
Edit the damage formula for magic attacks.
Formula Model | cdmg + a.mat * a.mag - b.mdf * b.mag The formula model above cannot be changed. |
Fixed Value (cdmg) | Set the Fixed Value. The default value is 15. |
Attack Multiplier (a.mag) | Set the multiplier for the attacker. The default value is 0.35. |
Target Multiplier (b.mag) | Set the multiplier for the target. The default value is 1. |
Formula Post Value Input | Shows the formula with the current Fixed Value, Attack Multiplier, and Target Multiplier values in effect. |
[Special]
Edit the damage formula for special attacks.
Formula Model | cdmg + a.mat * a.mag - b.mdf * b.mag The formula model above cannot be changed. |
Fixed Value (cdmg) | Set the Fixed Value. The default value is 30. |
Attack Multiplier (a.mag) | Set the multiplier for the attacker. The default value is 2. |
Target Multiplier (b.mag) | Set the multiplier for the target. The default value is 0. |
Formula Post Value Input | Shows the formula with the current Fixed Value, Attack Multiplier, and Target Multiplier values in effect. |
Basic Skills
The basic skills "Attack" and "Guard" cannot be deleted. They can be edited, but as these are the skills for the standard Attack and Guard commands in battle, caution is advised when making adjustments.
Attack | Skill #1 corresponds to the Attack command. | ||||
Guard | Skill #2 corresponds to the Guard command. |
Custom Skills
Create, edit, and delete skills other than those in "Basic Skills".
[Adding Custom Skills]
From the RPG Maker window on the left side of the screen, go to "Database → Edit Skills" and right-click "Custom Skills" to open the context menu and create a new skill.
[Custom Skill Settings]
Basic Settings
ID | Unite will automatically generate an ID. No user input is required. |
Name | Enter a skill name. |
Skill Type | Select a skill type. It's possible to select multiple types, with the available skill types taken from those listed in "Database → Edit Types → Skill Type". |
MP Cost | Set the amount of MP that will be consumed when the skill is used. This value can range from 0 to 9,999, and if a character does not have the required MP, they cannot use the skill. No MP will be consumed if a value is not set. |
TP Cost | Set the amount of TP that will be consumed when the skill is used. This value can range from 0 to 100, and if a character does not have the required TP, they cannot use the skill. No TP will be consumed if a value is not set. |
Occasion | Set when the skill can be used. When set to "Always", it can be used both in battle and from the menu, when set to "Battle Screen", it can only be used during battle, when set to "Menu Screen", it can only be used from the menu, and when set to "Never", it cannot be used at all. |
Level Acquired | Enter the level that an actor is expected to be at when they learn the skill. The purpose of this is to use it as a note for yourself when balancing a game. If you have no use for it, it can be left blank. |
Notes | A place for the creator of a game to leave notes. They will not be displayed in-game, so feel free to use it as you see fit. |
Message
Message | This is the message that will be displayed during battle when the skill is used. "%1" will be replaced by the name of the target. |
Required Weapon
Set the types of weapons that must be equipped to use the skill. There are two slots to select weapon types in. If both are set to "None", there are no weapon requirements to use the skill. If two different weapon types are set, the skill can be used as long as either one is equipped.
Weapon Type 1 | Set a type of weapon that must be equipped to use the skill. | ||
Weapon Type 2 | Set a type of weapon that must be equipped to use the skill. |
Effect on Target
Range
Choose between "None", "Enemy", "Ally", "Enemy & Ally", and "User".
[Enemy]
Number
Choose between "One", "All", and "Random". When set to "Random", specify the number of targets.
[Ally]
Number
Status
Choose between "Alive", "Dead", and "Unconditional" when the range is set to "Ally".
[Enemy & Ally]
Number
This is always set to "All".
[User]
Activation
Speed Modifier | This value can range from -2,000 to 2,000 and will be temporarily added to the user's Agility when the skill is activated. The resulting value determines the order that actions are carried out in during battle. Therefore, the speed modifier can be adjusted to create skills that have a smaller impact but activate quickly, or that have a larger impact but take a while to activate. |
Success Rate | This value can range from 0 to 100% and is the probability that the skill will successfully execute. However, the actual probability of a skill succeeding depends on the target's resistances. |
Hits | The number of times the skill's effects activate per use. This value can range from 1 to 9. |
Hit Type
Determines how hits are calculated. Choose from one of the following.
Certain Hit | As long as the skill is executed successfully, it will always hit. Counter, Reflect Magic, and Substitute will have no effect. |
Physical Attack | The user's Hit Rate and the target's Evasion Rate will determine whether the skill hits. Can be affected by Counter and Substitute. |
Magic Attack | The target's Magic Evasion Rate will determine whether the skill hits. Can be affected by Reflect Magic and Substitute. |
Animation
The animation that plays when the skill is used during battle.
Recovery
Set whether the skill will apply any form of recovery to the target. HP, MP, and TP can all be recovered simultaneously.
Recover HP
The skill will recover HP.
Formula | Enter a formula to calculate the amount recovered. |
Percent of Max Value | Enter a percentage of the target's Max HP to recover. |
Max Recovery | Enter the max amount that can be recovered when using "Formula" or "Percent of Max Value". For example, if "Percent of Max Value" is set to 30% and "Max Recovery" is set to 300, an actor with a Max HP of 1,500 can only recover up to 300 HP. |
Fixed Recovery | Enter a fixed amount to recover. If "Fixed Recovery" is selected, it will be given priority over "Formula" and "Percent of Max Value". |
Variance | The degree to which the effect may fluctuate. This value can range from 0 to 100%, and the calculated recovery amount will be either increased or decreased by a random amount up to the set percentage. For example, if the calculated recovery amount is 100, and the variance is 20, the effect will recover between 80 and 120 (100±20). This will apply regardless of whether it was calculated using "Formula", "Percent of Max Value", or "Fixed Recovery". |
Recover MP
The skill will recover MP.
Gain TP
The skill will grant TP.
Damage
Select Damage Type | Choose between "HP Damage", "HP Drain", "MP Damage", and "MP Drain". |
Select Attack Type | Choose between "Standard Attack", "Magic Attack", and "Special". |
Select Element | Set an element. If no element is chosen, it will be set to "None". *See "Database → Edit Types → Elements" for more info on elements. |
Use Auto Guide | Select "Use" to take advantage of the auto guide or choose "Free Input". The auto guide can only be selected when the attack type is set to "Magic Attack". |
Free Input
Formula | Enter a formula. By default, it will be one of the formulas listed in Shared Settings, but please adjust as needed to maintain game balance. |
List of Formula Parameters | cdmg: Fixed Value a.mag: multiplier #1 b.mag: multiplier #2 a.atk: user's Attack a.def: user's Defense a.mat: user's Magic Atk. a.mdf: user's Magic Def. a.agi: user's Agility a.luk: user's Luck a.mhp: user's Max HP a.mmp: user's Max MP a.hp: user's HP a.mp: user's MP a.tp: user's TP a.level: user's level b.atk: target's Attack b.def: target's Defense b.mat: target's Magic Atk. b.mdf: target's Magic Def. b.agi: target's Agility b.luk: target's Luck b.mhp: target's Max HP b.mmp: target's Max MP b.hp: target's HP b.mp: target's MP b.tp: target's TP b.level: target's level |
Max Value | Enter the maximum value for the result from the formula. |
Min Value | Enter the minimum value for the result from the formula. |
Variance | The degree to which the effect may fluctuate. This value can range from 0 to 100%. |
Critical Hits | Set whether critical hits can occur when using the skill. When set to "Yes", the user's Critical Hit Rate and the target's Critical Hit Evasion Rate will decide whether a critical hit occurs. |
Auto Guide
The auto guide for skills suggests values using the damage formula used for "Magic Attacks", which is cdmg + a.mat * a.mag - b.mdf * b.mag.
Level Acquired | Enter the level that an actor is expected to be at when they learn the skill. This value can be different from the one previously mentioned in this section. For example, it's possible to purposely cause a discrepancy and create a skill that the player can acquire at level 15 but has the strength of a level 20 skill. |
No. of Targets | Choose between "One", "All", and "Random" targets. There is no different between "All" and "Random", and it does not matter if this differs from the range setting. For example, it's possible to purposely cause a discrepancy and create a skill that targets all but has the strength of single-target magic skill. |
Fixed Value | Fixed Value will be input automatically. |
Attack Multiplier | Attack Multiplier will be input automatically. |
Target Multiplier | Target Multiplier will be input automatically. |
Formula | Shows the formula with the current Fixed Value, Attack Multiplier, and Target Multiplier in effect. |
Max Value | Max Value will be input automatically. |
Min Value | Min Value will be input automatically. |
MP Cost | MP Cost will be input automatically. |
Variance | The degree to which the effect may fluctuate. Please input this manually. |
Critical Hits | Set whether critical hits can occur when using the skill. Please input this manually. |
Effects
Add effects that will be applied to the target. Multiple effects can be added.
*See "Effects" for more info on effects.
Effect on User
If you want the skill to have an effect on both the target and the user at the same time, set the effects that apply to the user here. For example, by using this section, you can create a skill that deals HP Damage to the enemy while recovering the user's HP, or an attack that lowers the user's HP to deal a large amount of damage to the enemy.
Activation
TP Gained | The amount of TP gained when the skill activates successfully and applies an effect to its target. This value can range from 0 to 100. |
Recovery
Recover HP
The skill will recover HP.
Formula | Enter a formula to calculate the amount recovered. |
Percent of Max Value | Enter a percentage of the target's Max HP to recover. |
Max Recovery | Enter the max amount that can be recovered when using "Formula" or "Percent of Max Value". |
Fixed Recovery | Enter a fixed amount to recover. |
Variance | The degree to which the effect may fluctuate. |
Recover MP
The skill will recover MP.
HP Damage
Select Element | Set an element. If no element is chosen, it will be set to "None". |
Formula | Enter a formula. |
Variance | The degree to which the effect may fluctuate. |
Critical Hits | Set whether critical hits can occur when using the skill. |
Effects
Add effects that will be applied to the user. Multiple effects can be added.
*See "Effects" for more info on effects.
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