changing stat effects for the defualt batle system?
#1
I didn't see any better section to ask about this. How do I change the default battle system in the following ways

Evasion (chance to be missed) = Agi + Dex +50
Accuracy (chance to peirce evasion) = Dex + Int
Chance to evade = Target's Evasion - Attacker's Accuracy
Reply }
#2
You would have to edit this by script, somewhere in the calculation of those >.<

question, why? why would you want to do this?
its not like the player will use one set of armor for the rest of his life...
eg. rookie armor = 1% eva
learned how to write a webpage armor = 5% eva
wizkid divine wind armor ^^ = 100% eva


anyway, u can get the same result without touching those scary lines of code @>@
or search through the forum for a script.
[Image: gen-sig.png]
Reply }
#3
This makes an evasion system rather than a damage reduction system. It makes stats leveling up function smoother. And there is no 100% evade since attacker accuracy reduces the evade in the formula. its an accuracy score not an accuracy flat percent.
Reply }
#4
Go into the Battler1 script. Here you will find methods for things like evade. Messing around there should be able to achieve what you wanna do.
Valdred
Tech Administrator of Save-Point
Reply }
#5
I tried looking at it but none of the terms I used seemed to work. I'm not sure how to call the stats an do math to them.

Code:
def hit
    n = 100
    for i in @states
      n *= $data_states[i].hit_rate / 100.0
    end
    return Integer(n)
  end

I think tahts what I need to change. how do I call a stat + a stat? I'm not sure what the line n *= $data_states[i].hit_rate / 100.0 is doing.

maybe I should be lookign in game battler 3 in this section instead?

Code:
#--------------------------------------------------------------------------
  # First hit detection
    hit_result = (rand(100) < attacker.hit)
    # If hit occurs
    if hit_result == true

I need I need hit_result to be
Code:
hit_result ((rand(100)) < (50 + (def stat + def stat) - (att stat + att stat) + element bonus/penalty)
so say both def stats are 10 and both att stats are 5 that total is 60 rand needs to be 60 or less to hit. I'm not sure how to call the stats for the formula.

*From DerVV: I just wrapped your script samples in CODE bbcode.
Thanks. I should have used the,. Sorry for the inconvenience.
Reply }
#6
Error on line 90.
Code:
#--------------------------------------------------------------------------
  # * Applying Normal Attack Effects
  #     attacker : battler
  #--------------------------------------------------------------------------
  def attack_effect(attacker)
    # Clear critical flag
    self.critical = false
    # First hit detection
    hit_result = ((rand(100)) < ((50 + (self.agi + self.dex) - (attacker.dex + attacker.int))
    hit = self.cant_evade? ? 100 : hit
    # If hit occurs
    if hit_result == true
      # Calculate basic damage
      min = [attacker.atk + attacker.str + attacker.int]
      max = [attacker.atk + attacker.str + attacker.str]
      atk = (rand(max - min) + min)
      self.damage = atk
      # Element correction
      self.damage *= elements_correct(attacker.element_set)
      self.damage /= 100
      # If damage value is strictly positive
      if self.damage > 0
        # Critical correction
        if rand(100) < (attacker.agi + attacker.int)
          self.damage *= (((attacker.str + attacker.int + attacker.agi)/100)+1)
          self.critical = true
        end
        # Guard correction
        if self.guarding?
          self.damage /= 2
        end
      end
    end
    # If hit occurs
    if hit_result == true
      # State Removed by Shock
      remove_states_shock
      # Substract damage from HP
      self.hp -= self.damage
      # State change
      @state_changed = false
      states_plus(attacker.plus_state_set)
      states_minus(attacker.minus_state_set)
    # When missing
    else
      # Set damage to "Miss"
      self.damage = "Miss"
      # Clear critical flag
      self.critical = false
    end
    # End Method
    return true
  end
Reply }
#7
hmm... u might wanna clearly indicate which line is line 90.
btw, double posting is "bad" and i dont mean good ^^ (kids these days)
[Image: gen-sig.png]
Reply }
#8
Ah. sorry about the double post. The last line of the code is the line in question.
Reply }
#9
Add another
Code:
end
on the next line.
Valdred
Tech Administrator of Save-Point
Reply }
#10
And add
Code:
class Game_Battler
in front as the first line
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
   ACBS - Atoa Custom Battle System and TP System zlsl 2 4,572 10-20-2021, 05:09 AM
Last Post: zlsl
   I want to add an Atoa Custom Battle System command cut-in. zlsl 11 13,911 11-11-2019, 08:55 PM
Last Post: DerVVulfman
   Question about ACBS (Atoa Custom Battle System) aeliath 10 12,785 08-08-2019, 02:50 PM
Last Post: aeliath
   (RMVXace) Battle error with Tankentai's battle system, help. x( Starmage 0 3,912 02-14-2018, 04:25 PM
Last Post: Starmage
   Problems with counteraatack addon of Atoa Custom Battle System Djigit 22 35,510 01-05-2017, 08:05 PM
Last Post: Noctis
   Atoa Custom Battle System: Popup when status change Noctis 6 10,642 02-01-2016, 12:52 AM
Last Post: Noctis
   Atoa Custom Battle System CTB animation while cast Noctis 6 10,743 01-04-2016, 03:05 PM
Last Post: Noctis
   How do I ask wheiter he finished the script call? in a herbalism system Eagleeye1990 3 6,348 10-06-2014, 10:19 PM
Last Post: greenraven
   little Edit of the cursor world map system Djigit 3 6,538 08-24-2014, 02:31 AM
Last Post: Djigit
   [Brainstorming] Pallete Changing. MechanicalPen 6 7,780 02-14-2014, 09:46 PM
Last Post: DerVVulfman



Users browsing this thread: 1 Guest(s)