Is there any way to make a state increase damage by exactly 1 point?

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Started by Little Paw 16 posts View original ↗
  1. 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?
  2. 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.
  3. 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.


    parameterBonuses1.jpg


    http://himeworks.com/2013/12/parameter-bonuses/
  4. I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
  5. 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"
  6. Quasi said:
    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.
    What would I put in the formula box in order to do this?

    Most of these scripts either don't work as intended or do more than I'm looking for.
  7. 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?
  8. Little Paw said:
    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?
    for poison in my script it would be something like:

    Code:
    <param change>HRT => -1</param change>
  9. Kenen said:
    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
    But for that you need his Core script and I have other Cores installed and I fear that may cause script conflicts.

    Quasi said:
    for poison in my script it would be something like:

    <param change>HRT => -1</param change>
    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.

    Also, in addition the the poison effect, I also need it so that Guard reduces damage by exactly 1.
  10. Bump?
  11. 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.
  12. Little Paw said:
    I need the Poison status to deal exactly 1 damage per turn/step. How do I get this?

    Little Paw said:
    Also, in addition the the poison effect, I also need it so that Guard reduces damage by exactly 1.
    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.
  13. Wavelength said:
    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.
    That seems to work :)

    Thanks!