Event effect not working despite conditions working

UmeNeko

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Hello,

So, I'm having trouble with an event I'm setting. My objective is to make a passive effect to a character : when he uses the standard attack, his physical attack increases as a percentage. However, the effects do not apply. I tested the conditions, to see if my event worked, and it did. I asked if it could heal the ennemies, and indeed, when my character uses his standard attack, the ennemies healed.
The thing is, I also tried increasing his physical attack as a fixed value, and it worked. Only percentages seem to malfunction... Even when I set them to 1000%.

So I tried two configurations. One of them used a command from VisuStella's battle core.
1675602813772.png
1675602952349.png
#0001 = Last move used ID's (the default attack)
#0002 = Last character used ID's (my character)
#0003 = Inscreasing something by 20% (the physical attack stat)

So honestly, I don't actually know why percentages seem to not work. I obviously don't want to resolve to a fixed value increase, because it would result in a lot of unbalance, depending on the level of my character.
And I cannot make a skill that would replace the default attack so it increases the parameter, because I plan to make different attack moves depending on the weapon held for my characters... So my character would need to also have his own variations of each attack, and all and all... And I have 2 other characters that would be in the same situation as him. So, I'd prefer to keep things the least twisted as possible.

Thank you for you answers if I have any ! :)
 

Andar

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#0003 = Inscreasing something by 20% (the physical attack stat)
that is where you went wrong.

% in this case is the modulo-operator, NOT related to any percentages at all.

you're giving a number to modulo 20, which means the remainder after dividing by 20.
 

UmeNeko

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Oh ok, so technically I do need the plugin to work.
And well, talking about it... For some reason I don't understand, it suddenly started working. I don't know why, I surely did something... But what ? x)
Anyways, thank you !

Now that it is working, however, I could use a tip. Since 7 different moves can activate the effect, how can I avoid this ?
1675610565435.png
 
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ATT_Turan

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Where is this event you've made? The simple answer is to make the event not look at what the last move was at all, and simply make only those 7 skills call the common event in the first place.
 

UmeNeko

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You're right, I did overcomplicate it on my own. x) Thank you !
 

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