[Vx ace] Stat paramater ignoring buffs and states increasing in damage formula

S.Court

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Hello, I have a trouble, I want to make a damage formula using, for example, the attack state, but I want this one ignores the buffs you have applied to it (including the states multiplier) Why? I'm using a Victor's script (Custom Slip Effect) and I can make this setup formulas like the ones for skill and item damage.

So, I tried this one

25 - (a.atk/10)

But of course, the Attack state is influenced by the buffs and states you can apply, is there a way to make a damage formula like that but without making the buffs and states affect it?

Thanks

I'll add the script just in case, but it's not needed, the concept work like the damage formula

EDIT: I fixed the trouble, thanks to Engr. Adiktuzmiko, but I have another trouble now

The script makes the character lose this TP when he uses an attack (as expected) or when an enemy hits him (I really don't want that) so, is there a way to fix this trouble? I'm using Yanfly battle engine and Yami's classic ATB, just in case

Victor Engine - Custom Slip Effect.txt
 

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S.Court

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use a.param_base(2)
That works, thank you!

Now I have OTHER trouble, but it's script related, can someone move it to Script support, pretty please?

Well, I'm using Yami Classic ATB script, and each time my character use an attack OR is hitted by an enemy, he loses those TP... I just want that when he end his turn, does someone know how to fix that?
 

DoubleX

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That works, thank you!

Now I have OTHER trouble, but it's script related, can someone move it to Script support, pretty please?

Well, I'm using Yami Classic ATB script, and each time my character use an attack OR is hitted by an enemy, he loses those TP... I just want that when he end his turn, does someone know how to fix that?
Are those tp loss triggered by a state? If so, try to set that state to have Auto-removal Timing as Action End :)
 

S.Court

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Are those tp loss triggered by a state? If so, try to set that state to have Auto-removal Timing as Action End :)
Ohh, I use another script to make the state dissapers when TP is equal to 0 actually
 

DoubleX

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Ohh, I use another script to make the state dissapers when TP is equal to 0 actually
If you're talking about Victor Custom Slip Effect, then the trick is to setup the slip formula. For instance:

Code:
a.enemy? ? slip_formula : 0 # Checks if the user is an enemy
 

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