Checking for evaded hit on the previous turn

Nol

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Is there a way to have a conditional branch is a skill checking for whether or not the user has dodged an attack on the previous round.


For simplicity's sake, anything "physical hit" can be considered an attack.


Thanks !
 

Andar

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not possible without a plugin, because previous actions aren't logged.


Hits could be stored by damage formula tricks, but misses are simply abandoned skill sequences - no chance to store that data without a plugin to rewrite part of the code.


I've moved this thread to Plugin Request. Please be sure to post your threads in the correct forum next time. Thank you.
 

Nol

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Oh, my bad, i thought the question would go in a more general sub section, before the potential request


So let me formulate it again :


I'm now looking for a plugin capable of creating skills of this type :


Deals x damage.


If Actor evaded an attack in the previous turn, deal +y damage


Another exemple : 


If actor was hit by an attack in the previous turn, gain x evasion for y turns (state stuff?)


Random brainstorming here, but this could for exemple be a property stored on the armor via a system of Battle durability


: Armor A has 15 Durability at the start of every fight, everytime a hit is logged, loose one durability


Compare durability from previous turn with actual turn to determine whether or not a hit connected ?


And for the sake of the exemple, if durability reaches 0, item is unequipped (but the counter goes in negative values to still maintain the plugin's use as a hit scan)


As i have only my imagination and no scripting knowledge, this is simply my attempts at providing a potential pathway


Thanks for reading this


Nol
 

Nol

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I'm guessing it either too hard to make, no interesting enough, or not politely asked enough... Or a bit of all of the above!


Still interested though
 

Andar

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it takes time to write a plugin - that isn't something done in a few minutes, especially not if it involves multiple-turn-effects in the battlesystem (which is designed by default for independent single actions).


Only short snippets can be released in days, something like this would probably need one or two weeks - after someone decides to take the request.


Just as a comparison: a full ABS battlesystem is considered to take between 6 to 12 months of work depending on the amount of free time the plugin writer has...
 

Galv

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This isn't exactly what you were after but I have a plugin that can add states to the attacker or target depending if attacker crits or misses:


https://galvs-scripts.com/2016/09/29/mv-crit-states/


It may or may not be of interest but thought I'd post in case it helps.
 

Nol

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Hmm interesting workaround, it wont fill my needs sadly, ...unless ... ;


Every skill applies a "missed" blank state on a miss, and my Actor A's Skill checks whether he has said state applied ?


"Missed" state would last for a round, be or not be stackable, non extendable, and be removed after battle ?


From a coder's perspective, would that seem tedious, lag inducing or somewhat flawed ?


Thank your for taking the time to answer ;


I'll keep this open in the event (pun !) that someone has another way, or a complement


Edit : hmm nice thought, actor and ennemies tag, means i wouldn't have to write it everywhere


Edit : That is a beauty, thanks, with some creative thinking, it might even fill those needs..!


I wish you an amazing 2017
 
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