Are Attack Element Specific Hit/Evade Rates Possible?

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Started by kirant 4 posts View original ↗
  1. Sorry...I don't really like posting questions on forums (as it seems like I'm taking up someone else's time when I think I know that answer to this question, but I've searched the forums and beat my head against the programming for a few days and can't seem to sort out an answer.

    Simply put: Is it possible to adjust hit rate (or damage rate) based on a listed attack element AND the attacker's state?  A simple example would be saying we have two elements: sword and bow, representative of Sword and Bow skills and default attacks (I tend to remove the basic "Attack" option in my games).  Let's say I have a skill which I want to give a +30% hit rate (or +10% damage rate) for the next few turns, but only if the user uses a bow relevant skill.  Using the simple Ex-Parameter option for State Features would result in the buff being applied to both Attack Elements as the state does not distinguish between the two and I want it to not apply if the attacker uses a sword skill.

    Similarly, can the evasion rate (as oppose to the damage reduction, completed by use of Element Rates) be affected by the incoming attack's element?  As I mention in the previous parantheses, there is the option to reduce damage based on the attacking element but can the same be done to evasion?  If we use the same simple example above: let's say I have a state in which the user would be able to parry sword attacks better for the next few turns.  I would want the ability to only remain relevant to sword element attacks so providing bonus Evade through Ex-Paremeter is not the right answer.  Similarly, I want any attack that hits to still hurt the exact same, so the Element Rate State Feature isn't ideal. 

    Thanks in advance.  Again, I feel kind of bad asking a question (especially when it's my first post), but this is the first time I've run into an esoteric issue that Google searches, Forum searches, and a throrough search of the documentation didn't directly answer (though it all implies that such a situation is impossible).
  2. By using the default scripts? Nope...


    As for using custom scripts for this, IDK if something like that already exists...


    Some possible workarounds:


    Use a state/effect condition script (Hime has one) so that you can write down restrictions as to when state effects would apply. Assuming you're fine with making bow and sword as weapon types which wouldn't allow the use of the skills for the other weapon type (meaning bow skills are only present if you have a bow), then maybe you can write a condition where the hit bonus will only trigger if the weapon is of the specific type
  3. There are a handful of scripts that adjust Element Hit/Evade/Crit rates. I think Craze has one on his website. As for the conditions for that stat to apply, you'll be looking at more scripts and/or possibly some battle formula functions for it to behave in that fashion
  4. Thanks to the both of you.  I'll play around with the options a bit then.