Help with skills

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LanceGardner

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Hey, I was just wondering what's the easiest way to get a skill to affect the person using it. For example, I want a skill which does double damage, but lowers the person using it's defence by 50% afterwards for the duration of a turn. Thanks,
 

Berylstone

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Hey, I was just wondering what's the easiest way to get a skill to affect the person using it. For example, I want a skill which does double damage, but lowers the person using it's defence by 50% afterwards for the duration of a turn. Thanks,
This probably isn't necessary for what you describe.  But what you might want to consider is just make a different version of each skill for each of your party members.  That's what I ended up doing after some advice I got on these forums.  Because It makes creating complex actor-specific common events that are tied to specific skills and states so much easier.

That way you can tell which party member is using the skill by the simple virtue they are the only ones who will have it.  
 
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LanceGardner

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That would be fine if the attack was only available for party members, but I also want it to be available for enemies.
 

Berylstone

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That would be fine if the attack was only available for party members, but I also want it to be available for enemies.
You could set up different skill versions for your enemies as well (that's what I do) - though this might get pretty complicated depending on how your game is set up and how many troop events and skills you have.

So may want to just consider this a last resort if no better solution comes along.  
 
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LanceGardner

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Uh, perhaps, but hopefully there's another option. That would mean that, for example, if I have a battle with 2 rabbit enemies (for the sake of argument) that do this bodyslam move, I would have to create not only two versions of the skill but also 2 different names for the same enemy, so that they don't both have their defence lowered.
 

Kes

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The simplest and most efficient way of doing this is:

Create a state with double defence debuff, with duration set to one turn.

Create your skill and in the damage forumula box type

a.add_state(x); a.atk * 4 - b.def * 2

where x = the id number of the state you have created. You can, of course, vary the damage formula if you don't want the usual one.

Give that skill to any ally or enemy you like and you will get the same result for everyone who uses it.

EDIT Just re-read your op and see that you want double damage so:

a.add_state(x); a.atk * 8 - b.def * 4
 
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Berylstone

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Uh, perhaps, but hopefully there's another option. That would mean that, for example, if I have a battle with 2 rabbit enemies (for the sake of argument) that do this bodyslam move, I would have to create not only two versions of the skill but also 2 different names for the same enemy, so that they don't both have their defence lowered.
Yeah there are probably better options for what you are wanting to do.

The method I described is mostly for if you want to be able to locate the specific user of the skill and create specific conditions and affects based on the user.  I originally thought that may have been something you were interested in.  But if you want the skill to have a uniform effect regardless of the user, there are much easier ways than what I suggested.
 
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LanceGardner

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Many thanks to you both.

Ksjp, I changed the damage formula myself as I realised you didn't notice the double. In any case, it now works like a charm. Thank you for helping me make my first ever ability!

Edit: Ksjp, wait, I just noticed that you also doubled the enemy defence in your revised formula. Is that right? I left it on 2.
 
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Kes

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Edit: Ksjp, wait, I just noticed that you also doubled the enemy defence in your revised formula. Is that right? I left it on 2.
It's the maths.  Let's say attack = 100 and defence = 100

Standard formula = 400 - 200 = 200 damage.  

atk*8 - def * 2 = 800 - 200 = 600 damage, which is 3 times damage, not double

so

atk * 8 - def * 4 = 800 - 400 = 400 damage, which is double.
 

TroyZ

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you better put the multiplier of damage done outside of default formula, like this

a.add_state(x); (a.atk * 4 - b.def * 2) * 2or

a.add_state(x); (a.atk * 4 - b.def * 2) * 3so you won't mess anything with default formulas :D just don't forget, the last part of formula must be the damage calculation, not the add state command :D if you put add state at the end it'll cause 0 damage on target :D
 

Andar

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