Additional Types of Evasion

anduruin

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Hello Everyone,

Having started a project not too long ago there was one question I just could not figure out.

Is there a way of adding a new type of Evasion? Meaning by default you have Physical and Magical Evasion rate for RPG Maker VX Ace but what if I want to add a third one, let's say Psychic. How would I do that? Scripting, Common eventing, adding into the default scripts of RPG Maker?

Thanks in advance for your answers and suggestions. If I have not made myself clear enough please specify which part was not understood and I will try to detail it more.

Best regards,

Anduruin
 

Andar

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anything that changes the damage processing needs script.


However, you should keep in mind that the only difference between "magical" and "physical" skills is which set of values they use for determing hit%, evasion, damage values and so on. what you tell the player what a skill is and what values it uses in reality are two different things...
 

anduruin

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Thanks Andar thats what I feared. No good at scripting ... yet (or maybe never will be).

What do you mean by "only difference between "magical" and "physical" skills is which set of values they use"?

I thought that there was a magical evasion different from the physical? If not, and the evasion is just one parameter whatever the type of attack than it probably makes my problem easier to solve than I thought. 

Any other ideas/leadways?
 

Andar

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What do you mean by "only difference between "magical" and "physical" skills is which set of values they use"?
This is how the damage calculation works:
http://forums.rpgmakerweb.com/index.php?/topic/4219-rpg-maker-vxace-damage-flow/


If the skill used is set to "physical attack", it will use counter and evasion values, if it is set to "magical attack" it will use the reflection and magic evasion values for determing if the skill was countered or evaded.


A third type of evasion would only be usefull if you could set the skills to a third form of attack - otherwise you should rather use elements and element damage reduction for something similiar. And if you do want a third form of attack, you'll have to do a lot more than "just" adding a new evasion value - that is, if you want to keep the structure that links each evasion value to its own form of attack.
 

anduruin

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Again Thank you so much Andar. Confirmed what I need to do. Either check the structure of how evasion and magical evasion is set up in RPG Maker and try to set up an additionnal structure for a new evasion type or just play with reductions instead.

One final question as it just crossed my mind. Can you in a skill formula integrate an evasion=true factor?

My idea being that I can maybe outsmart the scripting path but setting up a variable based on a new stat that would play the role of evasion rate for this new type and then just roll in the custom formula a rand and compare it with this variable to set evasion to true if rand>variable.

Example: Will is a new stat that augments resistance to Mind attacks. Variable X is a number from 0-100 calculated based on will and other parameters (not relevant for this example).

Skill formula: blablabla if rand>variable[X] then b.evasion=true

Is something like this possible?
 

anduruin

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This post can be closed. I will start a script request under the appropriate forum.
 
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