dotKuhn

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Sooo...

What I'm trying to do, is that an specific class called "044: Misfortune" gets a special buff when it succesfully evades,
It'll work like this:

Enemy attack → Character "044:Misfortune" Evades succesfully → Character "044: Misfortune" gets a critical hit granted on next attack dealing 250% damage instead of 200%.

I know I can just set a state to make him get 100% crit chance, but how can I make this work with the evade?
I want it to work only with this character/class, and it needs to be a passive skill/state, so it works everytime the character dodges succesfully
 

TheoAllen

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Code:
class Game_Battler
  def item_apply(user, item)
    @result.clear
    @result.used = item_test(user, item)
    @result.missed = (@result.used && rand >= item_hit(user, item))
    @result.evaded = (!@result.missed && rand < item_eva(user, item))
    if @result.evaded && self.actor? && self.class.id == <PUT CLASS ID HERE>
      add_state(<PUT YOUR STATE ID BUFF HERE>)
    elsif @result.hit?
      unless item.damage.none?
        @result.critical = (rand < item_cri(user, item))
        make_damage_value(user, item)
        execute_damage(user)
      end
      item.effects.each {|effect| item_effect_apply(user, item, effect) }
      item_user_effect(user, item)
    end
  end
end
 

dotKuhn

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Code:
class Game_Battler
  def item_apply(user, item)
    @result.clear
    @result.used = item_test(user, item)
    @result.missed = (@result.used && rand >= item_hit(user, item))
    @result.evaded = (!@result.missed && rand < item_eva(user, item))
    if @result.evaded && self.actor? && self.class.id == <PUT CLASS ID HERE>
      add_state(<PUT YOUR STATE ID BUFF HERE>)
    elsif @result.hit?
      unless item.damage.none?
        @result.critical = (rand < item_cri(user, item))
        make_damage_value(user, item)
        execute_damage(user)
      end
      item.effects.each {|effect| item_effect_apply(user, item, effect) }
      item_user_effect(user, item)
    end
  end
end



Thank you very much, this worked perfectly, really, I am trully grateful ♪
 

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Just about finished I reckon.
This could probably be an entire thread, but it’s really interesting how replaying a game several years later can change how you relate to a character. I think Tidus from FFX got such a bad rap. I getchu. Completely different reaction as an adult now.
As you see, I still enjoy writing tutorials. Is there anything specific you want to see? (I know mapping and editing/resource making is usually popular, but those are very broad topics)
Well, I wanted to expand player battlers visually and now have 3 sheets and counting for each of my players party.
1. Regular sheet
2. The character has turned stone sheet.
3. Using potions sheet.

Technically the main hero has 4 since he starts with a wooden sword, and I felt that the battler should reflect that until he gets a metal one.

Right back to the RM game dev grind in about 15 minutes. :LZSexcite:

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