@YoraeRasante Thank you for replying to my request.
I looked at Yanfly's damage core and I don't think I could make something out of it.
I'd rather do a slightly different damage formula instead...
I'd make a hit% formula myself, but for the damage I still need some help.
As for attack animation, I would do the same as Final Fantasy 1, the actor would do
always do 2 weapon strikes(disregard this for the formula), whether it misses or not.
So the damage formula would be:
( A ) * Math.round(Math.max( B ),1))
A : ((a.atk + Math.randomInt(1 + a.atk / 2)) - b.def)
-------------------------------------------------------------------------------
B : This is where I'd need some help. Again, this part is quite complicated...
The minimum value would be 1 and a rounded number.
atm: Attack multiplier (number of hits of attacker)
dfm: Defense multiplier (number of hits that can be blocked by the target)
Basically it would be : (
a.atm calculation -
b.dfm calculation)
Exemple:
Attacker has 10 atm and 80% hit.
Target has 2 dfm and 20% evade.
a.atm calculation
First it calculates how many atm(attacker) on the 10 would hit based on the hit% stat(80).
Like each of the 10 atm has a 80% to be used for the calculation.
b.dfm calculation
Then it calculates how many dfm(target) on the 2 would be subtracted, based on
the target's eva stat (20). So each of the 2 dfm has a 20% to be subtracted from
the a.atm calculation.
So the a.atm calculation for this exemple would give 0 to 10
and the b.dfm calculation would give 0 to 2. By subtracting the b.dfm calc.
from the a.atm calc. we get the B Part of the damage formula.
And contrary to my previous post, it won't involve missing as the minimum possible
value of the B Part will by 1.
It is quite complex, so if this formula is possible,
I guess it would only fit in a <Damage Formula> section in the note box of the skill...
Thank you for taking the time