Trying to boost weapon damage, but confused

tsurugikage

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So, I am trying to use Himeworks weapon damage to give each weapon a set damage.

I am also using Yanfly's Item Attachable Augmentation script to add the boosts.

The problem is that I want to add the boost a weapon gains to add onto the weapons damage.

For example, a normal sword could do 1-6 damage, while the same sword with a +3 could do 4-9 damage.

Any ideas on how I could implement it?
 
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Uzuki

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You're supposed to bump after 48 hours from your last post.

How do you want to do the add on for it? You could Yanfly's Item Core plugin to make weapons independent and add varieties to them and then use the Attachable Augments or Item Upgrade Slots plugins to customize them.
 

tsurugikage

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I am using Yanflys Attachable Augments to give boosts to weapons.

Edit: I went to reply to someone, but posted this post by accident
 
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tsurugikage

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Uzuki

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I am using Yanflys Attachable Augments to give boosts to weapons.
Ok so, how are your formulas set up? From the sounds of it a weapon does a set amount of damage and you want augments to increase that damage when attached?
 

tsurugikage

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Ok so, how are your formulas set up? From the sounds of it a weapon does a set amount of damage and you want augments to increase that damage when attached?
For the attack I am using a code like this

(Math.randomInt(6) + 1) + ((a.atk - 10) * 0.5 + (Whatever the code to call the Weapon's boost in since I don't know it.))
 

Uzuki

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You shouldn't have to add the weapons boost to the formula seeing as it's not designed to work like that. Have the augment increase the Strength stat by whatever you want and it'll be added to the user's strength. "a.atk" is the user's current attack strength.
 

tsurugikage

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You shouldn't have to add the weapons boost to the formula seeing as it's not designed to work like that. Have the augment increase the Strength stat by whatever you want and it'll be added to the user's strength. "a.atk" is the user's current attack strength.
But that's the thing, by using the weapon damage script by himeworks. It changes it to reflect what code I put in for the weapon.

I want the boost to damage and boost to stats like "a.atk" to be different since certain weapon will use different stats. Some will use "a.def" and one weapon uses the "a.mdf"

That, and because players stats also affect things outside of combat too.
 

tsurugikage

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Still trying to figure out how to do this.
 

Tiamat-86

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this isnt how himeworks weapon damage formula works. or yanfly's attach augments
it cant take an exact increase amount from augments. it can only take stats as a whole.
you would have to have 1 stat that is used in weapon damage formulas ONLY and doesnt increase when characters level up (Luck would be best to use and other plugins can removes lucks default effect from the game)

it seems to me you just trying to make your weapon mechanics to complex.

also when asking for help related to plugins it belongs in plugin support not game engine specific forum and u should include all related plugins in the original post with links to the plugin page so people dont have to look for it to get the relevant info.
 

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

 

tsurugikage

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this isnt how himeworks weapon damage formula works. or yanfly's attach augments
it cant take an exact increase amount from augments. it can only take stats as a whole.
you would have to have 1 stat that is used in weapon damage formulas ONLY and doesnt increase when characters level up (Luck would be best to use and other plugins can removes lucks default effect from the game)

it seems to me you just trying to make your weapon mechanics to complex.

also when asking for help related to plugins it belongs in plugin support not game engine specific forum and u should include all related plugins in the original post with links to the plugin page so people dont have to look for it to get the relevant info.
Sorry. I guess I thought wrong.
Sorry.
 

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