Need damage system help.

Jeseppi

Villager
Member
Joined
Mar 24, 2017
Messages
14
Reaction score
0
First Language
English
Primarily Uses
RMMV
So I'm creating my RPG game, but I want to manipulate a feature,
the damage system, specifically the "miss" system.

How can I make it so that when an attacker misses a hit
they recieve 20% damage of the initial attack they used?

Thanks in advance for any advice
:)
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,624
Reaction score
5,104
First Language
English
Primarily Uses
RMVXA
You'll definitely need a script for that. I would recommend checking out Yanfly's site - there are some Tips & Tricks videos (sadly I can't name any offhand) that deal with using his plugins (such as Skill Core and Target Core) to change the target of an attack - because essentially what you are trying to do here is to change the target of the attack to the attacker and reduce the damage dealt by 80%. This is really hard and clumsy to do with plugins, so that would be your best bet unless you want to make a Plugin Request in the Plugin Requests section.
 

Trihan

Speedy Scripter
Veteran
Joined
Apr 12, 2012
Messages
2,604
Reaction score
1,959
First Language
English
Primarily Uses
RMMV
Would this only apply to misses with standard attacks or with anything that has a chance to miss?
 

Jeseppi

Villager
Member
Joined
Mar 24, 2017
Messages
14
Reaction score
0
First Language
English
Primarily Uses
RMMV
See my below message please.
 

Jeseppi

Villager
Member
Joined
Mar 24, 2017
Messages
14
Reaction score
0
First Language
English
Primarily Uses
RMMV
Would this only apply to misses with standard attacks or with anything that has a chance to miss?
Anything that has the chance to miss would have the user recieve 20% of the damage,
actors or enemies alike.

(Sorry for the repost) I didn't see the reply to a particular person button.
 

Trihan

Speedy Scripter
Veteran
Joined
Apr 12, 2012
Messages
2,604
Reaction score
1,959
First Language
English
Primarily Uses
RMMV
You could do this with Yanfly's Skill Core but it would require a pre-damage eval notetag for every ability that has a chance to miss.
 

Jeseppi

Villager
Member
Joined
Mar 24, 2017
Messages
14
Reaction score
0
First Language
English
Primarily Uses
RMMV
You could do this with Yanfly's Skill Core but it would require a pre-damage eval notetag for every ability that has a chance to miss.
Skill core? I'll check it out, thank you.
What notetag would that be, do you know?
By that i mean what is the formula?
 

Trihan

Speedy Scripter
Veteran
Joined
Apr 12, 2012
Messages
2,604
Reaction score
1,959
First Language
English
Primarily Uses
RMMV
It'd be the <pre-damage eval></pre-damage eval> notetag. Basically you would check whether the target's result().missed was true, and if so make the attacker take 20% of value in damage as well.
 

Jeseppi

Villager
Member
Joined
Mar 24, 2017
Messages
14
Reaction score
0
First Language
English
Primarily Uses
RMMV
It'd be the <pre-damage eval></pre-damage eval> notetag. Basically you would check whether the target's result().missed was true, and if so make the attacker take 20% of value in damage as well.
So if I make that a common event, I can add it to any "miss" type weapons and such?
 

Trihan

Speedy Scripter
Veteran
Joined
Apr 12, 2012
Messages
2,604
Reaction score
1,959
First Language
English
Primarily Uses
RMMV
Notetag in the notebox for a skill rather than a common event, but yes.
 

Trihan

Speedy Scripter
Veteran
Joined
Apr 12, 2012
Messages
2,604
Reaction score
1,959
First Language
English
Primarily Uses
RMMV
Ah, looks like in order to be able to check whether the skill missed or was evaded, you need to use Action Sequences. Skill Core can't do that because before eval happens before missing/evading is checked, and pre-damage eval only runs if the skill wasn't evaded and didn't miss.
 

Jeseppi

Villager
Member
Joined
Mar 24, 2017
Messages
14
Reaction score
0
First Language
English
Primarily Uses
RMMV
Ah, looks like in order to be able to check whether the skill missed or was evaded, you need to use Action Sequences. Skill Core can't do that because before eval happens before missing/evading is checked, and pre-damage eval only runs if the skill wasn't evaded and didn't miss.
Ah, thanks for letting me know.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:

Forum statistics

Threads
105,854
Messages
1,017,004
Members
137,562
Latest member
tamedeathman
Top