Well well well.
So I do like this, and as mentioned I wont be using "plugins" per se (stuff made with fancy flexible user parameter boxes and aliases) but I will for sure be using my own, project specific, js files much like Engr. describes his use of damage formulas.
At the same time, I cannot believe what it takes, vs what I thought it, and apparently what it used to, take.
BTW I'm going to start using this line.
And Engr, you figured out how to hotlink the user names... do tell?
EDIT:
Code:/*
* @plugindesc Get Weapon Power
* @author Aesica
* @help For use in damage formula: Aesica.Misc.getWeaponPower(actor, stat?)
* - actor: Typically a or b, thus: Aesica.Misc.getWeaponPower(a)
* - stat?: Optional parameter id, defaults to ATK if left blank
*/
var Aesica = Aesica || {};
Aesica.Misc = Aesica.Misc || {};
(function()
{
Aesica.Misc.getWeaponPower = function(a, statId=2)
{
var params = ["mhp","mmp","atk","def","mat","mdf","agi","luk"];
var weapons, i, iLength, result = 0;
if (a.isActor())
{
weapons = a.weapons();
iLength = weapons.length;
for (i = 0; i < iLength; i++)
{
result += weapons[i].params[statId];
}
if (iLength < 1) result = a[params[statId]];
}
else
{
result = a[params[statId]];
}
return result;
}
})();
Wait... thinking out loud...
Remember I would only want to use a weapons ATK sans base ATK if a certain weapon was equipped (I originally mentioned projectile weapons, like "gun") and I would just control that through the skills 'required' weapon feature - meaning - we wouldn't have to check if a weapon was equipped, we know it is or the skill couldn't be used, so we just gotta suck the damage from that weapon we know is being used and ignore the users base ATK. So I think in this case the script may be even less involved? (AKA we already know he has a weapon so just grab its atk).
Attack skills that don't use a missile weapon (or whatever, a weapon that doesn't utilize a characters physical strength in my mind) simple get a more traditional damage formula.
The flipside of this (a problem that didnt occur to me when first bringing this up) is when using a "normal attack". If I called this script and the character had a sword (an instance where I want to include the base ATK) -- would the script see he has a weapon and ignore the base ATK, even though for this instance we want it? To make matters worse if the character was using "normal attack" and did have a "gun" we would again want to exclude base ATK. Ugh.