Three requests

lord_steak

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Forgive me if something along these lines was posted elsewhere and I missed them; I looked first, to no avail.  Between family obligations and some people quitting at work (leaving the rest of us to pick up the slack), I've not exactly had more than a half-day off for the last month and a half, which leaves me a little brain-fried.  Not exactly an ideal state to try to program in, 'specially when still learning the language (whenever freetime arises).

Three things I'd like to enable for m' project:

Item #1: One of m' characters strictly uses two-handed weapons.  I'd like to set it so that his weapons do extra damage.  While that can be arranged via (excessive) elements, I'd like to avoid having damage pop-up scripts declare "Weakness" on the battle screen where no elemental weakness should exist (e.g., the guy starts with an ordinary zweihander that should have no alignment, but because it's "two-handed," the thing assumes it's an elemental break point and flashes it upon the screen in big bold letters whenever he politely gives out his ker-thwaps).

What I'd like to accomplish is to tag two-handed weapons as such, and check for two-handed weapon while running the damage.  If no, calculate as normal.  If yes, multiply the end result by 1.5 (since damage doesn't appear to be a float, I imagine the same can be done by multiplying by three immediately followed by dividing by 2).

Item #2: I'm going the Blue Magic route with one character, and a group of traditional Blue Magic skills is the level-dependent spells ("Lvl. 5 Death" is all-but guaranteed to one-shot KO all enemies whose level is a multiple of five, "Lvl. 3 Confuse" is all-but guaranteed to inflicts Confusion on all enemies whose level is a multiple of three, etc.).  While nice-and-easy to assign for monsters, the party members' levels aren't static.  There's also one such of these skills whose multiple is a variable: equal to the last digit of the party's money (if 0, calculate as if 10).

For this, party members will have to be checked.  I figure it should wok by assigning a local variable to their individual levels, and mod 5.  If result is 0, set elemental rate to obscenely weak vs. the element that exists purely for that tech.  If not 0, set elemental rate to 0 for the same element.  Rinse and repeat for 4 and 3.

For the messy one, it should work by taking the money, assign to a local variable, mod 10.  If result is 0, set to 10.  Then follow the above with the result, except this will also have to be done for each enemy in a troop.

Item #3: Another character is planned to use sword techniques as their skill list.  I'm not seeing any reason a sword should be reflected by whatever bounces back spells.  As such, I'd like to set some skills so that they bypass anything with magic reflect (I am thinking there should be some spells that cannot be reflected), and/or bypass magic evade.

Eliminating the magic evade should be, theorectically, easy: check for tag during the does-the-spell-hit section, if present, ignore the magic evade.

Not sure what to do about the magic reflection.

If there's a script out there that takes care of any of these, I am interested to see it, please.  Thanks for any help.
 

Engr. Adiktuzmiko

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1) You can just use the damage formula for that... check for the skill, then return appropriate damage formula...
 

a.skills.include?(two-hand-weapon-skill-id) ? damage_formula : damage_formula*1.5assuming you have a two-handed sword skill that needs to be there for the bonus to be active... else, just give the sword a higher attack bonus...

2) You seem to have the idea already worked out... though instead of messing rates, you can always just use so much damage or directly modify hp... after all you can do things like this in the formula bar (b.hp = 0 #instakill for anything hit by the spell

3) I think setting the skill to physical makes it avoid magic reflect (and in turn get affected by physical reflect)
 
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Shaz

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I suspect most of this can be done just through the database, so going to move this to VX Ace Support
 

Andar

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3) Magic reflect only works for skills with magic damage - if you set the skill to physical damage, counterstrike will be checked instead.


same for the decision between regular evasion and magical evasion and so on.


1) the most often used way to declare a weapon two-handed is to have it a feature that blocks the shield equip slot, and then simply give a greater bonus to atk than the regular weapons that allow for the use of a shield.


If you want it to have a damage multiplier, simply increase the attack parameter (multiply attack by 150%) in the features as well, no need for skill-specific damage formulas (which would have to be in any skill that uses the 2H-sword)


2) using the damage formula for checking the target values is more effective than checking every enemy in a troop event. However, you should note that by default enemies have no levels - you need to add an enemy level skript or simulate levels by naming to get what you want.
 

lord_steak

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#1.  Just tested the feature of parameter: attack * 150%; the damage demonstrated that this feature does not break the 999 stat cap.  Two-handed weapons are equipment, not skills.  Unless there's a way to assign different weapons a different "skill" regarding an ordinary Fight command, scripting will be necessary to account for two-handed weapons' extra damage as the party approaches higher levels; he'll hit his wall early otherwise.

#2.  I'm not seeing any way around adjusting rates, since two of the four level-dependent skills deal non-elemental damage, not simply status effects (the other two I have planned are Lvl. 4 Quarter [divides current HP by 4, to target whose level is divisible by four], and the other is Lvl. ? Flare [ghastly damage to those targets whose level is divisible by the last digit of the party's money; ending in zero counts as ten]).

#3.  Um...setting a skill to physical damage to avoid magic reflection won't solve the issue for spells that are meant to bypass reflection, as m' mage's attack stat is (deservedly) abysmal.  And I have planned some monsters that are supposed to be immune to magic damage, or immune to physical, and either way, this solution breeds that new and more significant problem.  Does a 100% hit rate on a skill ignore any magic evasion, or is it still factored in?
 

Andar

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Does a 100% hit rate on a skill ignore any magic evasion, or is it still factored in?
The setting "Certain Hit" disables all evasion/counters as far as I know.
 

Engr. Adiktuzmiko

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100% hit rate is still affected by evasion... hit is calculated as hit_rate*(1-evasion)

so a 100% hit rate on an enemy with 50% evasion would be

100%*(1-0.5) => 50% hit rate...

"Certain Hit" setting avoids any evasion AFAIK...

1) So you're already hitting the cap? that's quite a huge number already... anyway, you can opt to get a weapon attack replace script to make weapons have their own attacks... or a parameter cap break script...

2) You don't adjust rates, you modify the damage directly... remember that you can use ruby formulas in the formula bar, so just check if the modulo of the level/5 (for Lvl.5 death as example) if 0, if yes, deal damage equal to it's HP or better yet, set hp to 0...
 
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lord_steak

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I shall look around for other "weapon attack replace"-like scripts, since I'm not using Yanfly's engine.  Much appreciated.

Did not know Ruby formulas could be dropped in the damage formula box; that's highly useful.  Though...I'm uncertain how to phrase it in said box, since it's a one-line thing.  Some help, please?

As for "Certain Hit," it's just that, a guaranteed strike, whether or not a thing is supposed to be invulnerable to physical or magical damage, which brings me back to the original problem: I am wanting magical damage to fully bypass magic reflection on certain skills, but not ignore the resistance/immunity of select monsters to magical damage.  I do not see how this can be accomplished without scripting, which is why I put this thread in the scripting request forum in the first place.  It's something I figure should be tagged as somethin' like "ignore reflect," and then redo the damage script to check for tag before enabling magic reflection; if tagged, ignore magic reflection; else, proceed as normal.  I apologize for being unclear.
 

Engr. Adiktuzmiko

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I think his WAR script works without his other scripts... I think...

as m' mage's attack stat is (deservedly) abysmal.
Physical damage set-up is fine... unless you use MDR and PDR... else, it doesn't really matter if your magic is tagged as physical since damage calculation is based on the damage formula... so even if your mage has a low ATK stat, as long as magic damage formula uses MAT instead of ATK, then ATK won't matter

but of course that will cause it to be reflected by phy reflect... XD

otherwise, hmmmm... Just search the master list, there might be a script for that
 
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I don't know about number 2 and 3, but on number one copy a weapon, make it two handed and have it do more damage!
 

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