Hello everyone!
In the game I'm making, I try as much as possible to make the player go for the highest quality potions by making heal values flat.
I.e: A lesser potion heals 50 HP, so it is useful in the beginning of the game, when the player has 100 MaxHP, but becomes rather useless on the end game, when the player has about 2000 MaxHP.
This pushes the player to spend money/materials on higher quality potions instead of going for the budget option. But when it comes to buff potions, I have an issue. Buffs only works with % rates.
I.e: a lesser buffing salve will buff the player for 25% of his Atk, meaning this potion will always be effective enough, in the early or end-game...
So here is my question: Is there any way to attribute flat values to buffs? (I'm already using Yanfly's BuffAndStatesCore, but it doesn't seem to have any solutions in the plugin parameters...)
Changing Buffs from %s to flat values.
● ARCHIVED · READ-ONLY
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you'll need a plugin for that, and it needs to replace the formulae used - buffs are fully automatic, it's usually better to use states if you want control. I think some of yanfly's advance plugins with lunatic formulae can do that.
additionally keep in mind that going to flat values will require you to be more carefull with your numbers - there is a reason why most traits are multiplicative and percentages rather than additive fixed numbers: You can't break the engine with multiplications of percentages, but you could break it if the numbers are additive or substractive (going beyond or below the base values intended for use).
That is not automatic and if you're carefull nothing like that will happen, but you need to think about combinations of your own. -
Thanks for the fast reply and your advices. I'm going to dig a bit further in Yanflys plugins!
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Moved to Plug-In Requests
One way to handle this is to compute what the average gain you want the player to get from a buff, then change the % to be the appropriate % to get that mid-game. That might mean they will be useless early game, as 5% ATK means little when you have 20 ATK for instance.