If enemy has state, ignore blind using skill

Rabbitheart

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I'm thinking about skills in my game. I have basic blind state. Now I want to make that someone has a skill to mark the enemy, so even blind allies can hit them like they would not be blinded.
So, your ally has state blind. You use the skill "Mark the enemy". Now enemy has a state "marked". When a blind ally attacks and uses any skill to this enemy, it ignores the blind.

I'm okay if the state "marked" makes that everyone will get a sure hit to them, if that's easier. Actually, this would make a lot more use for this skill.

If even that doesn't work, maybe some skills that hits 100% when you are blinded and the target has a state "marked".

Is this possible? Plugins are okay. I'm using some Yanfly plugins.
 
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caethyril

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You could try adding a trait to your "Marked" state to make it reduce Evasion, e.g. Ex-Parameter: Evasion Rate -9999%. :)
 

Engr. Adiktuzmiko

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If he is using the default hit formulas, he'd still need a 100% hit rate because the default method of the engine for hits is that it checks first for hit based on hit chance alone, then it checks for evasion after.. So even if the target has 0% or negative evasion, he can still miss..
 

Nilom

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You could try this in the Normal Attack Skill:

Code:
if (b.isStateAffected(marked_ID)) {a.hit += 9999; damageFormula; a.hit -=9999} else {damageFormula}

But I'm really not sure if that could work. Will the hit chance be evaluated before the damage formula is accessed? Can the a.hit value be modified this way (a.hit += x)?

But you could try it. :LZScheeze:
 

caethyril

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@XZINED the damage formula is only evaluated if the skill hits. Also, no parameters should be modified like a.hit += 9999, since they're retrieved by function to account for traits. :kaoswt:
 

Nilom

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@XZINED the damage formula is only evaluated if the skill hits. Also, no parameters should be modified like a.hit += 9999, since they're retrieved by function to account for traits. :kaoswt:
Okay. It was worth a try, haha. :LZSlol::LZSsmile:
 

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