Attak based on the Agility for a dagger

jayzon

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Hi everyone,

Sorry for my bad english, i'm a French Canadian.

First of all, I use the Yanfly system for equipment.

I tried to create a dagger with an atk based on the agility base stat of the hero who hold it. But I don't know how to do that.

I tried this :

<custom parameters>

atk = $gameActors.actor(user.id).agi;

</custom parameters>

The problem is that I don't know wich hero will hold this dagger, so I can't choose a specific ID.

May someone help me please ? 

I don't know how to search in this forum... I tried the search bar in the top of the site, but i never found results.

Thank you !
 
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jayzon

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I think I found a solution...

Is it :

<custom parameters>

atk = user.paramBase(6);

</custom parameters>

Is it that ?

If it is, does any exist a guide to know every ID of user.paramBase or else param ? And how we can use it ?

Thanks !
 

Andar

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You're going at it from the wrong way.


Every weapon only changes actor values when equipped, absolutely no weapon has any form of damage assigned.


The damage is created by the skills, or more precisely by the damage formula of the skill.


No matter what you change in the parameters done by the weapons, it will always be the skill selected that will tell the engine what user values are used.


So instead of changing the values and parameters by the weapon, you need to tell the engine to use a different skill for attack, and in that skills damage formula you can use a.agi instead of a.atk to determine the damage.
 

jayzon

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Haaa right ! So when we are in the skill, I know that I can see what parameters to choose like a.atk, a.def... But if I want the others parameters like the critical hit, the evasion ratio, does exist a guide to refer ?

Thank you very much! Merry Christmas !
 

Andar

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yes, the help file


a is always the skill user and b always the skill target, and behind the dot is the abbreviation for the value you want to use - any value that exists both on actor and enemy can be used without problems, if you want to use a value that exists only for actors (for example level) you'll have to use javascript code to make sure it applies only to actors or the damage formula will fail.
 

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