Issue with actor's base ATK and weapon's ATK

Uzi_Man

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Hello.


What I basically want to do is make a sword that triples the player's base ATK when equipped + adds 18 ATK to the result.


So, for example, the actor has 7 base ATK ("base" as being completely unarmed, or his "base" strength), so when he equips the sword, it triples his base ATK, resulting in 21 ATK, then adding 18 points to that amount, resulting in a total of 39 ATK. 


For that purpose, I gave this sword 18 ATK and a parameter of (ATK * 300%). But that's when the problem appeared: the game is considering the 18 ATK from the weapon as an addition to the actor's base attack and then multiplying this result by three, while I want the program to count only the actor's base ATK to be multiplied by three, and to this result, add 10 ATK.


So, instead of the previous example taking place, the actor with 7 base ATK equips the sword, which boosts his base ATK by 18 resulting in a total of 25 ATK, and then this result is multiplied by three, resulting in a total of 75. This is not what I was looking for, but I don't know how to fix it, so I'd really appreciate some help.


Thanks in advance.
 
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Andar

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Give the sword 6 ATK (which will then be multiplied to the intended 18 ATK by the *300%)
 

Uzi_Man

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Give the sword 6 ATK (which will then be multiplied to the intended 18 ATK by the *300%)
But then it won't scale with his own strength as he levels up, so the problem is still there. But thanks for the answer anyway.
 
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bgillisp

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Afraid you can't, not without some very advanced scripting, as the engine considers all the stats as a whole when applying parameter bonuses like ATK * 300%, not a actor's base stat + what equipment gives. Best thing I'd suggest is to work it out mathematically so that the actors stats + weapons stats + bonus is about the same mathematically as what you want currently. This may require you to get creative with the numbers. For example, with what you posted:


7 base ATK + 18 ATK from the weapon. If you want it to be 39 ATK when it is equipped, that means you need 39/25 = 1.56, so you would need ATK * 156% to get the same effect at that point in the game.


May have to play with the numbers from there as level ups will throw that off some.


Otherwise you'll probably need some advanced scripting, as you're looking at a rewrite of how stats and parameters are figured in the engine itself.
 
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Uzi_Man

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Afraid you can't, not without some very advanced scripting, as the engine considers all the stats as a whole when applying parameter bonuses like ATK * 300%, not a actor's base stat + what equipment gives. Best thing I'd suggest is to work it out mathematically so that the actors stats + weapons stats + bonus is about the same mathematically as what you want currently. This may require you to get creative with the numbers. For example, with what you posted:


7 base ATK + 18 ATK from the weapon. If you want it to be 39 ATK when it is equipped, that means you need 39/25 = 1.56, so you would need ATK * 156% to get the same effect at that point in the game.


May have to play with the numbers from there as level ups will throw that off some.


Otherwise you'll probably need some advanced scripting, as you're looking at a rewrite of how stats and parameters are figured in the engine itself.
I see. Guess I will have to do that. Thanks for the answer.
 

Engr. Adiktuzmiko

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Actually Andar's method should work... You give the weapon 6 ATK + the 300% ATK param, so his final attack will be


(Base ATK +6) * 300% which is the same as Base*300% + 6*300% = Base*300% + 18


basically, you just divide the weapon's "target" attack by the ATK multiplier that you set so that once the game multiplies it with the ATK multiplier you get the target ATK value that you want.
 
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Uzi_Man

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Actually Andar's method should work... You give the weapon 6 ATK + the 300% ATK param, so his final attack will be


(Base ATK +6) * 300% which is the same as Base*300% + 6*300% = Base*300% + 18


basically, you just divide the weapon's "target" attack by the ATK multiplier that you set so that once the game multiplies it with the ATK multiplier you get the target ATK value that you want.
Oh, I see. It went over my head.


It's working now, thanks all
 
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