Penalties for not wielding weapon with 2 hands

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TheDrifter

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Greetings,

In my project, I'd like to add more realism to weapon wielding. I'd like to use tags in the noteboxes of weapons and shields to give bonuses and penalties for wielding equipment with only one or two hands, depending on each item.

For example, John likes swords.

Wielding a Longsword alone, with no shield in his 2nd hand (as if he was wielding the sword with two hands) give him an Attack rating of 45.

However, I'd like to reduce that rating by 10 whenever he wields a shield (or anything else in his 2nd hand).

Some weapons don't have that penalty, like in the case of Rapiers, which are meant to be used with a Buckler.

That's why I can't just give all shield a -10 attack rating. (also some weapons might take a lesser or bigger penalty from being wielded with just one hand).

But there is more! John also likes crossbows.

Should he wield one at the same time as a shield, like a Pavise (which is meant to be used with a crossbow), I'd like to give him a -5% penalty to accuracy, since shields are heavy, and wielding one makes him less focused, but doesn't reduce his Attack.

Basically, I need a script that lets me add bonuses / penalties to either Attack or Accuracy (hit rate) to weapons whenever the character is wielding something else in his 2nd hand.

(if the 2nd equip slot is empty, he doesn't take penalties from whatever weapon in his main hand).

Thank you very much for your help! It is highly appreciated.
 

Oriceles

0 + a.atk * 4 - b.def * 2
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I'm insterested on a double-hand trait too, but after reading your main post I realized that this can be achieved with just adding debuffs of the desired stats to the equipments like reducing agi cause of shield but increasing def stat:


 


also you can add negative values to ATK, DEF, AGI and the other stats present on the left side of the database.
 
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estriole

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There's victor trait controls.

It have custom condition. (Using formula)

Use formula/code that check the both slot. And activate the trait based on the check result.

Edit: oriceles idea more simple though. Didn't read his post earlier :p .

In weapon add trait that increase the stat.

In shield add trait that decrease the same stat.

Can also combine with fixed stat increase notetags (there's script by tsukihime. Forgot the name).

There's problem...

Since if using trait (percentage) it also affect base stat.

Ex: actor atk = 10

Weapon atk 40

Trait increase atk 10%

10+40 = 50. Bonus atk 5

Actor atk = 100

Weapon atk 40

Trait increase atk 10%

100+40 = 140. Bonus atk 14

Using same weapon.

Some might not want that.
 
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TheDrifter

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Thanks, you guys are awesome. I really appreciate your ideas, they're great!
 

Oriceles

0 + a.atk * 4 - b.def * 2
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There's problem...

Since if using trait (percentage) it also affect base stat.

Ex: actor atk = 10

Weapon atk 40

Trait increase atk 10%

10+40 = 50. Bonus atk 5

Actor atk = 100

Weapon atk 40

Trait increase atk 10%

100+40 = 140. Bonus atk 14

Using same weapon.

Some might not want that.
Yup trait percentage can be annoying, but is nice to keep it real in late game, if you don't want that you can use only flat amounts as I specified under the post but your options will be more limited as they are ATK, DEF, AGI, LUK, MAT, MDF, MMP, and MHP.

Thanks, you guys are awesome. I really appreciate your ideas, they're great!
you are welcome, hope it workis out for you ^_^
 

Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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