Hello there!
I'm trying to make an original combat system, where I replace the actor's TP and the battlers MP (All having 100 MPmax) by SP (Stance Points) and make the whole combat system around it. I need for that matter to have more flexibility on Hit/Evasion rates, and TP. FYI, I am already using Yanfly's Hit Accuracy plugin, where the accuracy formula is: Success% = UserHit% - TargetEva%.
About SP: Stance points will represent the overall state of the character, and will determine his Eva%. Having 100 SP results in being ready to dodge an attack (thus having a +30% Eva% buff), while being at 0 SP means the character is staggered (-30% Eva%)
SP will be used when attacking, just like TP. The player will have to watch his SP gauge, as getting staggered after a powerful all-out attack is not a good option. On the other hand, the player will be more likely to have an opening once the enemy used his own powerful attack.
SP is recovered a little every turn (by 10% of the Agi stat), or can be recovered using the Guard command (Restoring 50% of the missing SP +10 flat)
SP will also be influenced when a character is attacked. Depending on Impact and Stability stats (which are respectively matk and mdef (Note that matk and mdef is not used anywhere else in the game)) every attack will damage the target’s SP. The higher the Impact, the higher the SP damage will be. More Stability will result in having a better resistance against SP damage. Quite like Attack and Defense actually…
SP is recovered a little every turn (by 10% of the Agi stat), or can be recovered using the Guard command (Restoring 50% of the missing SP +10 flat)
So, about all that, I don’t think there is many plugins that can handle all of this at once.
If you’re a kind programmer who can do something about this request, know that I’m ready to put your name on top of my credits page, and to give you a free copy of my game!
Otherwise, if you know any plugins that could help with one/some of the features I need, please let me know.
Finally, I’m motivated to make it myself, and to learn Javascript for that purpose, but I can’t find much information about Javascript in RPG Maker MV… Is there any documentations about variables to use, things specific to RPG Maker? And will it be hard for a beginner like me to make such a plugin?
Thanks for reading and considering my request!
More flexibility for Hit/Evasion rates calculation and TP
● ARCHIVED · READ-ONLY
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Are you still using mp and tp? If not, why not just manipulate one of those as SP, instead of adding a new stat?where I replace the actor's TP and the battlers MP (All having 100 MPmax) by SP (Stance Points)
Now to do your evasion stuff. Use this plugin, Yanfly Extra Parameters Plugin. Then where Evasion is replace it with this formula:Having 100 SP results in being ready to dodge an attack (thus having a +30% Eva% buff), while being at 0 SP means the character is staggered (-30% Eva%)
-30 + (60 * (user.sp/100))
user.sp = the user's current sp. (If you're using MP or TP then use user.mp or user.tp)
The rest is a basic formula. Basically if user.sp is 0 then you have a negative 30 evasion, where as 50 sp means you have 0 Evasion and 100 evasion gives you 30 evasion.
Now in terms of damaging SP use Yanfly Skill Core with some lunatic mode, aka js code.
With that in mind you could do something like:
var damage = a.mat * 4 - b.mdf * 2;
Then if you're using MP or TP use this:
user.gainTp(-damage);
user.gainMp(-damage);
Now if you must use some thing else that is not TP or MP then use Frog Health Core.
And to do the damage formla would be this:
var damage = a.mat * 4 - b.mdf * 2;
user.gainHealth(abbr, -damage);
abbr is the abreviation that you set up for sp in the plugin. Like "sp"
To do this use, Autopassive States & Buff States Core.SP is recovered a little every turn (by 10% of the Agi stat)
Then make an auto passive state with this notetag:
<Custom Turn End Effect>
var gain = 0.1 * user.agi;
user.gainMp(gain);//MP Gain
user.gainTp(gain); //TP Gain
user.gainHealth(abbr, gain);//Custom Gain
</Custom Turn End Effect>
To do this use Skill Core:Guard command (Restoring 50% of the missing SP +10 flat)
<After Eval>
var gain = (user.sp * 0.5) + 10;
user.gainMp(gain);//MP Gain
user.gainTp(gain); //TP Gain
user.gainHealth(abbr, gain);//Custom Gain
</After Eval>
user.sp = the user's current sp. (If you're using MP or TP, then use user.mp or user.tp)
Last note, if you're using Frog Health Core, then make your abbreviation "sp", and then you can use "user.sp". -
Thank you for the quick reply! As its 2 am from my side, I am going to study it further tomorrow. I’ll keep you updated!
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First of all, I couldn't dream of a more detailed and helpful reply! Kudos to you :)
And second, i haven't heard of this miraculous plugin that is Frog Health Core...
Thanks for everything, you really helped me out there, almost doing the work for me actually X)
I will try to put all this in order, may I come back to you if I have trouble?
EDIT: Mmh, I may have an issue when it comes to attack costs... Is there any way to block skills when the player doesnt have enough SP, when using Frog Health Core?
EDIT bis: I think I figured out some kind of workaround about that issue: As the plugin support States to be applied when specific SP amounts are reached, I could attribute to each attack cost a state that seals all Skills with that specific SP cost. As for applying the cost, I can simply damage the user’s SP with the cost of the attack. How does that sounds? -
Well, either I'm not doing it properly, either you suggested me something that can't be done, because after setting up everything you told me, I'm getting this error on testing a battle:
Any idea on how to fix this? Or should i abandon my idea?