Adding Parameters?

Taurmega

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Recently I've been thinking about how to balance out overpowered foes that do big damage because they're in a higher tier, or larger in size. Well, the one most logical thing I could think of would be to introduce a new parameter that effects a foe's damage from certain attacks that rely on this new parameter. Let's say... "weight" for example.

Is there any way to do this?
 

Andar

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you can do almost anything in the damage formulae as they're processed as ruby code - there is a topic about that on the forum, search for it to see examples.


Depending on how you want to define the new parameter, this might be done with the use of variables or you'll have to use scripts to add it as a real new parameter. It's easier to do if you're using evented encounters - for random encounters you'll probably have to look into scripts.
 

Fimbulvinter

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The easiest way would be to find a parameter you don't want to use and recycle it.

For example, I don't believe in Floor Damage (FDR), so I don't use it in my games.  As such, it's a "free agent", of sorts.  I use it to calculate bonus damage.

My testing has also found that PHA and REC have no hardcoding (and have to be added to formulae manually), and so can be repurposed.
 

Andar

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My testing has also found that PHA and REC have no hardcoding (and have to be added to formulae manually), and so can be repurposed.
That is simply wrong, they do have hardcoded effects. Just go into the script editor and look at Game_Battler, Line 565 following and you'll see both REC and PHA used in the recovery formulae, exactly like the help file mentions.
 

Fimbulvinter

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ok, retested, and it seems to work fine this time...strange, considering it didn't do anything when I tested initially, unless I added a.pha to the formula...

Anyways, FDR can be repurposed if you avoid floor damage, GRD can be repurposed if you change how Skill 2 works, and EXR can be repurposed if your characters are static.

Feel free to correct me if I'm wrong here, but you might be able to modify EXR on enemies regardless, as they don't gain experience - not recommended if you plan on applying different "weight" rates on allies as well (as opposed to the standard 100)
 

Tsukihime

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I would recommend using elements for this.


You can add your own through the editor, which makes this a very feasible solution.


I used to use elements for providing input, but at some point stopped in favor of note-tags.


Ok so maybe they're not as flexible since you can't specify negative numbers, but if you only need to work with positive numbers it's not too bad.
 
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Taurmega

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On revision, I think Tsukihime's solution is the best way to go about it. Sure, having a "weight" parameter that varies from enemy to enemy would be nice, but I think the element idea would suffice, and be ultimately easier to do. Unfortunately, I can't use the actor's "weight" in these attacks, as... well, it's not a parameter. It only applies as a one sided attack. Oh well. Losses!

Oh, and Fimbulvinter's idea replacing EXR doesn't work with my game, as I give the player 99 armours that halt Exp Gains (this is just for OCD players who want teams at the same level), and 1 armour that doubles Exp gains.
 
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