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- May 16, 2022
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- RMMV
I know in some games, people towards the front of the party are more likely to get hit by enemies. Is this true for MZ by default?
Sounds like you don't have enough random encounters in your gamesthe effects of changing position 1 to 4 on the probability of being targeted are negligible....you would need several thousand rolls to detect the difference in target probability.
Math.random
produces values with 52-bit precision, so like Andar says, the effect of party ordering on a weighted random pick is typically negligible. Most player issues with RNG are due to a poor understanding of what randomness is, coupled with natural human pareidolia, e.g. the "clustering illusion".)Does this happen? Can a battler Substitute during an all whatever attack and take two hits from it? Or is this more if you're, say, using action sequences with the target action field, so it's hitting the whole unit but treating them as individual hits?Full-unit effects - things that target a whole unit (e.g. an All Enemies scope skill) do so in order, leader first. This can tie in with the Substitute trait, for example: if your leader is the tank and they're low on HP, they might die from the hit, leaving the rest of the party unprotected; if they're at the back, they could at least take a hit for the leader instead.
I just tested to be sure, and yes. My test case was:Does this happen? Can a battler Substitute during an all whatever attack and take two hits from it?
$gameParty.leader().setHp(5)
("set Reid's HP to 5");BattleManager.invokeAction
(rmmz_managers.js) for more details~Good point, that reminds me of the...when a skill was already processing and the targeting selection comes back empty for whatever reason, the skill defaults to the first index even if the random number was something else.
smoothTarget
logic in the MV/MZ core scripts (not sure how VX Ace etc handle it). With the default Turn-Based system it's possible to select a target that will be ineligible, e.g. dead, by the time the action is actually performed. smoothTarget
works around this by replacing an ineligible target with the first valid target (rmmz_objects.js):Game_Unit.prototype.smoothTarget = function(index) {
const member = this.members()[Math.max(0, index)];
return member && member.isAlive() ? member : this.aliveMembers()[0];
};
You didn't have to go through all that!I just tested to be sure, and yes...It's possible that whatever plugins you use change this.