- Joined
- Jul 28, 2015
- Messages
- 141
- Reaction score
- 43
- First Language
- czech
- Primarily Uses
- RMMV
Hello
I'am hoping this is nothing against forum rules as i did not find anything about it around.
I am asking for help with plugin extension which should not be that big deal for JS scripter.
Expected payment: 5 or usd or eur by your choice via steam gift card or ******* or something like this.
Rules: plugin should be available for whole community for both commercial and noncommercial projects. Plugin extension must be your work, not something digged somewhere. I will send same gift 5 eur to Yanfly ******* account as well because of integration and my extensive using of it and just because his/her scripts and tutorials helping me achieve my dream I am doing for my wife and son.
What I Need: I am working on NON Commercial project based on my own pen and paper game system. I'Am using almost whole pack of Yanfly scripts.
------------------------------------------------------ EDIT -----------------------------------------------------
Because I probably wrote it too complicated bellow I try to describe it another way:
Plugin parameters: Array of states which use "new plugin way to calculate Attack state rate chance", any state not in array use default MV method.
MV logic: Attack state is not affected by relative damage done by attack.
Wanted logic: array of states IDs in plugin parameter are affected by relative damage done. rest follow MV logic.
So in MV logic if attack state is 10% and target state rate is 100% we have 10% chance no matters damage (even with 0dmg hit target can be affected with same chance as during fatal damage blow)
In plugin logic: If target just received 20% damage (for example target.mhp is 100, target.hp before attack is 60, target.hp after attack is 40 which leads to 60-40=20 which is 20% od total target mhp) the chance would be 10% (attack state) + 20% (damage relative bonus) so 30%.
Of course - with plugin I would start at negative attack state (minus) -10% which leads to situation when NO attack with damage done bellow 10% of relative damage will have chance to push state on target - so in example above -10% + 20% leads to 10% chance of state apply to target.
I hope this description is more understable. Sorry for my english.
rest is more detailed description from before edit, but also probably more confusing.
------------------------------------------------------ /EDIT -----------------------------------------------------
To describe my system - I need apply states to target based on relative target hp loss of target based on single attack.
Example: I have three*two physical elements impact, slash, pierce for 1h weapons and same pack for 2h weapons. This is not a problem at all as I have individual replaced attack skills fo each attack via Yanfly action sequences.
I have states linked to physical attacks. For example wound severity Light wound, Medium wound, Serious wound, Critical wound or Light, medium, serious bleeding, or breaking bones and various more. Right now all states might connect even when damage done by single blow is 1 hp from 1000hp target.mhp. I need simple way as plugin parameters using check how many % target lost by single blow and apply state rate based on that.
Example: target.mhp = 100. It is slash damage 2h element (attacker element rate is inherited standard RPG MV way as attack element rate, equipped items rate bonus status bonus etc. Target has his typical element rate again inherited typical same MV way - element resist).
Now there is MV logic with Yanfly eccurancy plugin and my own hit formula using it which can result to hit connect or evade. Nothing needed there. Same for counter etc. If attack connect and damage happened I need apply correct state via plugin command (or an action sequence command) with a rate (%chance) based on basic flat state rate inherited typical MV way by adding bonus inherited from relative damage compared against target.state rate or state resist (again typical MV calculation there).
As described above situation with 100 target.mhp target and attacker has 2h slash attack and we calculate if bleeding state will connect or will be resisted.
Slash attack in example has: (minus)-30% light bleeding state rate.
Weapon state rate has bonus: +5%
Actor state rate bonus: +10%
BASE MW state rate for attacker is -30+5+15%. = -15%.
Now your script work comes to action. Damage done by this single atack to target was 35hp from 100mhp so 35%.
This is what i need to add as FLAT state bonus to mv calculated -15%.. So -15% + 35% is 20% chance in this individual attack and this is to be compared vua standard mv process to state rate of target.
(If i am not clear enough I Am sorry as I am not native speaker).
Result: I want plugin with plugin parameter "States IDs which used relative damage bonus as flat add to standard formula"
Thank anyone who read whole post. If there is more clarification needed just let me know.
Dont laugh on "Salary" offered its also relative (it is equivalent of 4 hours work here). But after i spent 8 hours of trying to do this alone I decided it might be better option and I can cotinue with things in my project I am better suited for
.
Regards, Kilitar.
I'am hoping this is nothing against forum rules as i did not find anything about it around.
I am asking for help with plugin extension which should not be that big deal for JS scripter.
Expected payment: 5 or usd or eur by your choice via steam gift card or ******* or something like this.
Rules: plugin should be available for whole community for both commercial and noncommercial projects. Plugin extension must be your work, not something digged somewhere. I will send same gift 5 eur to Yanfly ******* account as well because of integration and my extensive using of it and just because his/her scripts and tutorials helping me achieve my dream I am doing for my wife and son.
What I Need: I am working on NON Commercial project based on my own pen and paper game system. I'Am using almost whole pack of Yanfly scripts.
------------------------------------------------------ EDIT -----------------------------------------------------
Because I probably wrote it too complicated bellow I try to describe it another way:
Plugin parameters: Array of states which use "new plugin way to calculate Attack state rate chance", any state not in array use default MV method.
MV logic: Attack state is not affected by relative damage done by attack.
Wanted logic: array of states IDs in plugin parameter are affected by relative damage done. rest follow MV logic.
So in MV logic if attack state is 10% and target state rate is 100% we have 10% chance no matters damage (even with 0dmg hit target can be affected with same chance as during fatal damage blow)
In plugin logic: If target just received 20% damage (for example target.mhp is 100, target.hp before attack is 60, target.hp after attack is 40 which leads to 60-40=20 which is 20% od total target mhp) the chance would be 10% (attack state) + 20% (damage relative bonus) so 30%.
Of course - with plugin I would start at negative attack state (minus) -10% which leads to situation when NO attack with damage done bellow 10% of relative damage will have chance to push state on target - so in example above -10% + 20% leads to 10% chance of state apply to target.
I hope this description is more understable. Sorry for my english.
rest is more detailed description from before edit, but also probably more confusing.
------------------------------------------------------ /EDIT -----------------------------------------------------
To describe my system - I need apply states to target based on relative target hp loss of target based on single attack.
Example: I have three*two physical elements impact, slash, pierce for 1h weapons and same pack for 2h weapons. This is not a problem at all as I have individual replaced attack skills fo each attack via Yanfly action sequences.
I have states linked to physical attacks. For example wound severity Light wound, Medium wound, Serious wound, Critical wound or Light, medium, serious bleeding, or breaking bones and various more. Right now all states might connect even when damage done by single blow is 1 hp from 1000hp target.mhp. I need simple way as plugin parameters using check how many % target lost by single blow and apply state rate based on that.
Example: target.mhp = 100. It is slash damage 2h element (attacker element rate is inherited standard RPG MV way as attack element rate, equipped items rate bonus status bonus etc. Target has his typical element rate again inherited typical same MV way - element resist).
Now there is MV logic with Yanfly eccurancy plugin and my own hit formula using it which can result to hit connect or evade. Nothing needed there. Same for counter etc. If attack connect and damage happened I need apply correct state via plugin command (or an action sequence command) with a rate (%chance) based on basic flat state rate inherited typical MV way by adding bonus inherited from relative damage compared against target.state rate or state resist (again typical MV calculation there).
As described above situation with 100 target.mhp target and attacker has 2h slash attack and we calculate if bleeding state will connect or will be resisted.
Slash attack in example has: (minus)-30% light bleeding state rate.
Weapon state rate has bonus: +5%
Actor state rate bonus: +10%
BASE MW state rate for attacker is -30+5+15%. = -15%.
Now your script work comes to action. Damage done by this single atack to target was 35hp from 100mhp so 35%.
This is what i need to add as FLAT state bonus to mv calculated -15%.. So -15% + 35% is 20% chance in this individual attack and this is to be compared vua standard mv process to state rate of target.
(If i am not clear enough I Am sorry as I am not native speaker).
Result: I want plugin with plugin parameter "States IDs which used relative damage bonus as flat add to standard formula"
Thank anyone who read whole post. If there is more clarification needed just let me know.
Dont laugh on "Salary" offered its also relative (it is equivalent of 4 hours work here). But after i spent 8 hours of trying to do this alone I decided it might be better option and I can cotinue with things in my project I am better suited for
Regards, Kilitar.
Last edited by a moderator:

