How do I make a skill that gives a attack buff?

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Started by hueflungusblungus 10 posts View original ↗
  1. I want to make a skill that increases the user's attack temporarily and defense down. How do I?
  2. If its a self target skill, just use the "Effect" box of the skill to make it add the state or buff that you want.

    If its a skill that also damages a target, you can utilize the damage formula to add a state/buff to the user before the damage is done. If you need it to give the buff AFTER damage, you'd need a plugin for that
  3. Or if you want the effects to be more universal, you can make them a state and have the skill apply the state.
  4. ^ you don't need a plugin for that necessarily ; there's a work-around, but it's a bit clunky. You could link the first part of the skill that does damage to a common event that forces action to cast a skill that provides the stat boost.
  5. Is there a way to make the buff stack?
    Is there also a way to make the buff and debuff to have a set multiplier?
  6. hueflungusblungus said:
    Is there a way to make the buff stack?
    kinda.

    I managed to create a set of stacking states, but in reality they were balanced individual states controlled by a common event.
    if you want to create a kind of charge-level-based state you'll probably need something like that.
    if not, any stats that you add to an actor that have the same base parameters, stack, by default.
    if one state has 105% power, and another one has another 105%, you get the total 110%.
  7. if youre using buffs (not states), they do stack but they have a maximum value.

    If you mean states, by default, nope. Adding the same state will just reset the state timer.

    @gstv - multiplier effects are actually multiplied not summed (if using default formulas), two 105% percent param multipliers will actually be atk*(105%*105%) which is slightly higher than 110% (110.25% to be exact)
  8. Engr. Adiktuzmiko said:
    multiplier effects are actually multiplied not summed (if using default formulas), two 105% percent param multipliers will actually be atk*(105%*105%) which is slightly higher than 110% (110.25% to be exact)

    all factors are summed up first, and then applied to the base value.
    they're not inherited.
    at least, that's what I remember from digging through the code (Ace. Maybe MV changed that).... it was one of the first things I looked at.
    I have an entire library of code behind me now, I don't remember the function exactly.
  9. @gstv87 @Engr. Adiktuzmiko
    you're both right and both wrong.
    It depends on which parameter you're talking about, and can be seen in the editor at the mathematical sign of the trait or feature. And that behaviour is identical for both Ace and MV.

    Some parameters are added together before being used - HIT% is one example.
    Other parameters are multiplied together before being used - any form of damage rate is handled that way for example.
  10. @gstv - If we're talkin about Param Rates (like ATK*100% feature) nope, they are all multiplied together, then the result is multiplied to the base.

    For Ace the code is aram_rate which calls features_pi which is defined as

    Code:
    def features_pi(code,id)
    features_with_id(code,id).inject(1.0){|r,ft|r*=ft.value}
    end

    That code basically iterates all the feature/trait of that code,id combination and multiplies them (as denoted by the *= operator)

    its the same for MV (I checked it a few days ago coz of some question in this thread)

    XParams on the other hand (HIT%, Crit etc) are all additive (as Andar exampled)

    can be seen in the editor at the mathematical sign of the trait or feature

    Which is why I used the term "multipliers"