How do I make accuracy increase with level?

Sword of Spirit

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Hi all!

I'm brand new to the software, and I've watched/read/played a few tutorials. Now I have to figure out how to do a few things to customize to my taste in as simple a way as possible.

The first question I have is if there is a way to get accuracy to scale with level. It seems a lot harder to adjust ex-parameters than parameters, or at least you can't access the commands to do so in as many places in the software.

So how could I do this?

Thanks!
 

Heirukichi

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@Warpmind that is a Javascript plugin written for RMMV. The OP is using RMVXAce. VX Ace supports Ruby scripts. That is not compatible (Unless the same scripter did something for VXAce too).

Code:
class Game_Actor < Game_Battler
  def xparam(xparam_id)
    value = features_sum(FEATURE_XPARAM, xparam_id)
    if (xparam_id == 0)
      value += hit_formula
    end
    return value
  end

  def hit_formula
    # The following value is a float. 100% means 1 while 50% is 0.5
    self.level.to_f / 100 #change this to any formula you want.
  end
end
Something like this should work. Add it to your project scripts below Materials. You can change that formula to anyone you like.
 

Warpmind

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Ooops, bugger, sorry - I've been seeing pretty much only MV threads all week, and I missed it. -_-
In my defense, I was for some reason partially awake at ten to five in the morning, and couldn't quite get to sleep again right away.
 

Heirukichi

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I can feel your pain dude, I suffer too much when it comes to sleep. Anyway it was no big mistake, in the worst case scenario the OP would have used it and get an error. :)
 

Kes

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If all you want to adjust is the Hit rate, go with what Heirukichi suggests. You should never put in more than you actually need.

If, on the other hand, you want to adjust more exparams and/or sp-params, you will need to use a full script. This is the one that I use.
 

Sword of Spirit

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Thanks all! I'll play around with those and see how it's working out for me.
 

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