The game I'm working on at the moment uses very low damage numbers, and I want there to be a Berserk state that causes you to constantly attack enemies, but also gain +1 damage per attack. Every attack has fixed damage in this game, and normally the character who uses the Berserk state on himself deals 3 damage with a normal attack, so it would be upped to 4. How can I accomplish this?
Is there any way to make a state increase damage by exactly 1 point?
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You can give this a try
https://github.com/quasixi/RGSS3/blob/master/quasi.rb
(Going to be updated soon with formula compatibility + fixed value regen)
Note sure how you set up your dmg formulas but with that module you can make it so states increment by a fixed value instead of a %
Example note tag, placed in the states note tag:
<param change>ATK => 1</param change>Your atk would be increased by 1.
Other then that you could also do it inside the formula for the attack, and just add a check if he has the berserk state and if he does add 1 if not do nothing. -
This script allows you to apply arbitrary parameter bonuses using formulas.
Depending on how your skills are set up, it may be enough to simply increase the atk parameter.

http://himeworks.com/2013/12/parameter-bonuses/ -
This offer a simple additional fixed param for states instead of % as well
http://www.theolized.com/2014/02/theo-additional-fixed-parameters.html -
I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
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Dekita has a script that does this too: http://dekitarpg.wordpress.com/2013/03/14/d13x-statistic-control/
I added it to my project and it works well, though it took a few hours to set up (as you will have to reset up your weapons/armor, else you will be fighting barehanded). -
Wow, lots of responses! I'll check these out in a little bit when I get a chance and report back.
Btw my damage forumula is as simple as it gets. The Attack formula is literally just "a.atk" -
What would I put in the formula box in order to do this?You can give this a try
https://github.com/quasixi/RGSS3/blob/master/quasi.rb
(Going to be updated soon with formula compatibility + fixed value regen)
Note sure how you set up your dmg formulas but with that module you can make it so states increment by a fixed value instead of a %
Example note tag, placed in the states note tag:
<param change>ATK => 1</param change>Your atk would be increased by 1.
Other then that you could also do it inside the formula for the attack, and just add a check if he has the berserk state and if he does add 1 if not do nothing.
Most of these scripts either don't work as intended or do more than I'm looking for. -
Okay so I found what I had to do in order to get the skill in question to work using the formula box. But I found another problem...
I need the Poison status to deal exactly 1 damage per turn/step. How do I get this? -
I use Victor's Custom Slip Effect to control my HoTs/DoTs. It allows you to specify a formula for the slip damage/healing much like you would a typical damage formula.
http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/custom-slip-effect/
Edit: his dropbox links are down, but here's his Google Drive link: https://drive.google.com/folderview?id=0B5uvwXLAev89ZTVQRTd2T0EwQlk&usp=sharing -
for poison in my script it would be something like:Okay so I found what I had to do in order to get the skill in question to work using the formula box. But I found another problem...
I need the Poison status to deal exactly 1 damage per turn/step. How do I get this?
Code:<param change>HRT => -1</param change> -
But for that you need his Core script and I have other Cores installed and I fear that may cause script conflicts.I use Victor's Custom Slip Effect to control my HoTs/DoTs. It allows you to specify a formula for the slip damage/healing much like you would a typical damage formula.
http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/custom-slip-effect/
Edit: his dropbox links are down, but here's his Google Drive link: https://drive.google.com/folderview?id=0B5uvwXLAev89ZTVQRTd2T0EwQlk&usp=sharing
Your script is nice and all but it seems to, again, just be a big Core script and I don't want it causing any conflicts.for poison in my script it would be something like:
<param change>HRT => -1</param change>
Also, in addition the the poison effect, I also need it so that Guard reduces damage by exactly 1. -
Bump?
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If you're looking for a script that ONLY does what you want then you may be better off putting in a commission request.
I never write scripts that only do one specific thing such as setting an HRT value for a particular state and nothing else.
Parameter bonuses for example handles all of the basic parameters, for all objects. Otherwise I would have to maintain scripts for each type of database object, and each parameter, which makes no sense on my part because the code uses uniform methods for parameters anyways. -
I need the Poison status to deal exactly 1 damage per turn/step. How do I get this?
Haven't taken the time to test this myself, but try pasting this into your project and see if it works:Also, in addition the the poison effect, I also need it so that Guard reduces damage by exactly 1.
class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # * Regenerate HP #-------------------------------------------------------------------------- def regenerate_hp damage = -(mhp * hrg).to_i perform_map_damage_effect if $game_party.in_battle && damage > 0 @result.hp_damage = [damage, max_slip_damage, 1].min self.hp -= @result.hp_damage end #-------------------------------------------------------------------------- # * Applying Guard Adjustment #-------------------------------------------------------------------------- def apply_guard(damage) damage - (damage > 0 && guard? ? 1 : 0) endendAll I did was find where the slip damage and guard calculations were being done, and rework the math. Once you get comfortable with the terms VX Ace likes to use, it's easy to do yourself. -
That seems to work :)Haven't taken the time to test this myself, but try pasting this into your project and see if it works:
class Game_Battler < Game_BattlerBase #-------------------------------------------------------------------------- # * Regenerate HP #-------------------------------------------------------------------------- def regenerate_hp damage = -(mhp * hrg).to_i perform_map_damage_effect if $game_party.in_battle && damage > 0 @result.hp_damage = [damage, max_slip_damage, 1].min self.hp -= @result.hp_damage end #-------------------------------------------------------------------------- # * Applying Guard Adjustment #-------------------------------------------------------------------------- def apply_guard(damage) damage - (damage > 0 && guard? ? 1 : 0) endendAll I did was find where the slip damage and guard calculations were being done, and rework the math. Once you get comfortable with the terms VX Ace likes to use, it's easy to do yourself.
Thanks!