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Save-Point - Modify chance of success depending on the weapon

Save-Point

Full Version: Modify chance of success depending on the weapon
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Hello! Would you like help creating a script that seems simple to RMXP:
I want to modify the attacker's chance of success depending on the weapon he is using.
More or less like this:

case actor_id
weapon_id => attacker.hit
when 1
1 => 15, 4 => -30, 6 => 100, 14 => -80
when 2
8 => 54, 12 => -41, 15 => 65, 24 => -13

As it became clear, I do not have any idea of RGSS. Just wanted to use this to illustrate what I want with the script:

When the actor 1 use the weapon of id 1, then your chance to hit is added to +15. When the actor 1 use the weapon of id 4,
then your chance to hit is added to -30. When the actor 2 use the weapon of id 8,then your chance to hit is added to +54.

When the actor 2 use the weapon of id 12, then your chance to hit is added to -41.


Please do not ask me to do the database because I need to watch that actor 1 and actor 2 have different chances of success by using the same weapon.
Thankful!
Usually your hit is determined by dexterity VS enemy's evade with some random numbers thrown in... something like that lol.

Anyways, this script just makes it so that your weapons have a specific hit % such as...

Bronze Sword 65%
Iron Sword 75%
Steel Sword 85%
Mythril Sword 100%

This is a supplement to the default critical calculation system, not a replacement.

Weapons : Critical

Different actors won't have a different critical chance with the same weapons, but this should help out some :D
Thanks, but I really need that different actors have different chances. My main idea is that ALL players can use ALL the weapons, but some have better chances of success with one or the other. I've always hated games where a mage without mana is stupid enough to even try to defend himself with a sword. However, without this script, all chose always the best weapon and the notion of proficiency going away: s

Anyway, thanks for trying to help me.