Questions regarding battle formula -variable hit%

Geovid

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Hello quick question

Anyway to change the hit% of a skill through variables or switches?

Trying to make a proficiency system where certain skills get increased hit chance the greater a variable is.

Can I do it in the engine or do I need a plugin. If plugin, know of any?

ty if you can help.
Stay safe out there its wild.
 

slimmmeiske2

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I've moved this thread to MV Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

Andar

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not directly.

Hit% is a trait, and traits are mostly static.
By default only equipment and states can change traits.

you can either use a dynamic trait plugin (which is usually not intended to be used for changes that affect only a single action/skill) or request a custom battle plugin that changes how the Hit-chnce is handled in battle.
 

gstv87

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one easy way of doing it without plugins is to make a set of dummy skills that'd do basically nothing aside from forwarding the job to a common event.

these skills should do nothing but straight damage..... making that system work with buffs or other after-effects, would be considerably harder.
 

Geovid

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not directly.

Hit% is a trait, and traits are mostly static.
By default only equipment and states can change traits.

you can either use a dynamic trait plugin (which is usually not intended to be used for changes that affect only a single action/skill) or request a custom battle plugin that changes how the Hit-chnce is handled in battle.
I've played with some plugins I've found and like you said they aren't really gears for individual or a set of skills. If I can't get it to work, I'll start making a list of plugin request. Tanks




one easy way of doing it without plugins is to make a set of dummy skills that'd do basically nothing aside from forwarding the job to a common event.

these skills should do nothing but straight damage..... making that system work with buffs or other after-effects, would be considerably harder.
That's an interesting idea.. I'm going to spend some time investigating the plausibility of making skills common events. I think if I use one dummy skill to call the common event that sees if it hits, then if it hits will force another skill (the one with the damage calc) to target last target will work? will try.


EDIT: So, thank you. I have 1 skill that runs a common event, checks accuracy depending on a variable using if/else conditions, and if the common event decides the skill will hit, it forces the seconds skill (with the damage formula on it) to hit 'last target'.
I'm also super happy because if it hits, I can add exp to that weapon skill right in the common event solving another problem I was kind of ignoring <3 <3

SOLVED
 
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