Skill miss effect

greay

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I'm just getting started with RPG Maker, and have immediately jumped into trying to completely overhaul the combat system. I've got Bobstah's Custom Stats, Yanfly's Battle Engine (& Action Sequences), & Victor Engine's Hit Formula plugins, which are a good start.


The really big question I have right now is: how do I set up a skill to have an effect on a miss? I'm loosely basing my combat on the 13th Age system, where an attack will (for example) do 3d6 damage on a hit, and a flat 3 damage on a miss. Other skills might always apply a status effect, and only do damage on a hit.


I'm absolutely not opposed to mucking with scripts or even writing my own plugins, but I'm still feeling my way around RPG Maker, so I'm not really sure where to start.
 

Andar

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That is a plugin request, not plugin support (support is for help with existing scripts/plugins)


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


It can't be done without plugins, and you'll need to provide links for all plugins you're using to be able to check for compatibility, because that is not easy to change.


(it requires a rewrite of the skill/damage sequence that might affect any other battlescript)
 

greay

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I'm not asking for someone to make a plugin, I'm asking how to do this. So I thought the Javascript / Plugin forum was the correct forum. If something like this does already exist, I'd be more than happy, but I haven't been able to find anything so I'm perfectly willing to do it myself.

This is what I'm working with so far (I didn't include the dependencies, but I figure that's fine):
 

http://forums.rpgmakerweb.com/index.php?/topic/48551-bobstahs-custom-stats-132/

http://yanfly.moe/2015/10/10/yep-3-battle-engine-core/

https://victorenginescripts.wordpress.com/rpg-maker-mv/hit-formula/
 

Reaxus

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Can you be in more detail about the Action Sequence you're using and the skill itself?

like the note tags and stuff

EDIT:

btw did you mean "3 to 6"  on "do 3d6 damage on a hit,"

then flat 3 damage on miss?

if I'm getting this correctly, you want an Attack that hits 3 times, but has a chance to hit 3~6 times?

(because miss means no damage right?)

you could try an IF statement on the 3rd strike, that if it misses, it wont continue the combo?

then for the remaining attack you could also use IF statement with Math.round(Math.random()) <this is for 0 and 1 which is 50%
 
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greay

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I'd really prefer a way to actually perform logic on a miss, because there's going to be lots of different things that happen on a miss.

The action sequence right now is pretty basic, just move to the target & do the animation. It has a <setup action> and a <target action> – I guess what I'm looking for is pointers on how to add a <miss action> section?

 

When I say "3d6" I'm using dice notation, so that means roll a 6-sided die 3 times. Which is ~= 3-18, but it's a different curve than just a random number between 3 & 18. The attack I'm working on now is just the basic attack, so it only hits once – I might be able to fake it using multiple attacks but I'd still need to be able to do different damage on the 1st vs the subsequent attacks. I've started my own plugin to handle stuff like these dice rolls, so the damage formula just calls a function in this plugin.

Another example (that I haven't started trying to implement) will be: on a hit, 4d10 + 5 ongoing damage. On a miss, 5 ongoing damage. (So a status effect whether or not it hits)
 

greay

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I've made a little progress, but I'm still struggling.
 
It seems pretty reasonable that I'd override Game_Battler.prototype.performMiss and Window_BattleLog.prototype.displayMiss, but I have no idea how to access my custom logic from there. "performMiss", for example, doesn't even have any function parameters. I don't know what skill is being used at that point.
 

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