State Which Causes Reduced Skill Accuracy

DomTSVG

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Hi there, so I'm having a huge problem with a state I'm trying to use. The state is meant to increase your power by 400% but make you miss 90% of the time. However, after using HIT Ex-Parameter and various other methods a huge issue springs up; skills seem to always hit even if the state is applied. I currently have a state with Parameter ATK*400% and with Ex-Parameter HIT+10%, and skills always hit no matter how many times I test it.

Basically, I've noticed that HIT doesnt actually affect skills, which results in a hugely devastating attack every time.

Any idea how to change this?

Also, on an unrelated note: I'm using Yanfly Engine Ace and want to remove the feature of multi hit attacks showing their animation each time. How can I do that?
 

mjshi

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Have you tried

? (but -90 instead of -10)

I've never actually tried to do this myself, so this may or may not work. Still, it never hurts to try.

I suspect your problem may be due to the fact that in your actors tab, HIT has already been default-defined as 95%, and the 85% is probably adding onto that.
 
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bgillisp

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A few possibilities:

1: You have the skills set to certain hit. If that is the case, they will hit every time, no matter what.

2: You have scripts which adjust your to hit to extreme numbers.

3: You set the actor's to hit really high in the features tab, and -90% isn't enough to offset it (this would occur if you put +100% to hit in the class and under the actor, as the two get added together to give you 200% chance to hit, then -90% would be 110% to hit).
 

DomTSVG

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A few possibilities:

1: You have the skills set to certain hit. If that is the case, they will hit every time, no matter what.

2: You have scripts which adjust your to hit to extreme numbers.

3: You set the actor's to hit really high in the features tab, and -90% isn't enough to offset it (this would occur if you put +100% to hit in the class and under the actor, as the two get added together to give you 200% chance to hit, then -90% would be 110% to hit).
Problem with these is that mainly the certain hit thing is something I want. I want skills to always hit unless this state is applied. Are fixes applying to suggestions 2 and 3 able to do this?
 

Andar

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If you set a skill to "certain hit", then it will always ignore the HIT%, no matter what you do.


Your only chance to make them always hit unless the state is applied is to give the actors a base hit% that is 100%, and have the state reduce HIT% by -90%.


And then make sure that there are no other effects to HIT% (some default weapons have HIT-features for example, those need to be removed).
 

Matseb2611

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Also, on an unrelated note: I'm using Yanfly Engine Ace and want to remove the feature of multi hit attacks showing their animation each time. How can I do that?
To answer this, simply add the <one animation> notetag into the skill's notes field. That way it will only show the animation once, no matter how many hits the skill is meant to deliver.
 

DomTSVG

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I can definitely do that, but is there perhaps a code snippet someone has written for Lunatic States that might apply here?

To answer this, simply add the <one animation> notetag into the skill's notes field. That way it will only show the animation once, no matter how many hits the skill is meant to deliver.
Thank you very much! This will help a lot.
 

bgillisp

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Yeah, the problem with this is when a skill is flagged as certain hit, the engine only uses the skill chance of success. You can see the code yourself under Game_Battler , def item_hit (lines 473 - 476 under the default engine). If you have other scripts, you can do CTRL+SHIFT+F to find where else item_hit is called, but few scripts touch that.

Lunatic states won't help you, as certain hit ignores line 475, where the changes due to states are applied. You'd have to change that, and if you did that, certain hit skills would no longer be certain hit.

In short, it would take a total re-write of how to hit is calculated to make it so you can make certain hit skills no longer certain hit when penalties to the to hit are applied, as you would need code to apply the penalty or bonus from states (and if you want it to ignore the actor's to hit, then it gets even tougher).

Probably best to just set it up via the actor's or classes to hit, and use physical attack.
 

DomTSVG

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Yeah, the problem with this is when a skill is flagged as certain hit, the engine only uses the skill chance of success. You can see the code yourself under Game_Battler , def item_hit (lines 473 - 476 under the default engine). If you have other scripts, you can do CTRL+SHIFT+F to find where else item_hit is called, but few scripts touch that.

Lunatic states won't help you, as certain hit ignores line 475, where the changes due to states are applied. You'd have to change that, and if you did that, certain hit skills would no longer be certain hit.

In short, it would take a total re-write of how to hit is calculated to make it so you can make certain hit skills no longer certain hit when penalties to the to hit are applied, as you would need code to apply the penalty or bonus from states (and if you want it to ignore the actor's to hit, then it gets even tougher).

Probably best to just set it up via the actor's or classes to hit, and use physical attack.
Alright, thanks. I've solved my issue based on this.
 

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