Skill damage formula w/ randomized weapon damage

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Started by lithkast 3 posts View original ↗
  1. Problem: getting a skill to modify its damage based on what weapon is equipped.

    Details:  Hear me out.  I have an actor who has 5 different weapons he can use.  Lets start with the first equipped weapon [Eschelon].  Now then, I have a script that lets me assign a skill to be used instead of the normal "attack" skill when selecting attack.  (Weapon Attack Replace by Yanfly http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/weapon-attack-replace/).  So the formula for the basic attack is (v[1] + a.atk) - b.def  Pretty simple formula.  now then, when you attack with the sword, a common event is called.  That event changes variable 1 to a random number (1-8).  I realize that I could achieve the same effect using 1+rand(8) but that would mean I'd have to create a new skill for each upgraded version of the sword.  This method lets me keep the one skill but lets the damage modify based on the sword.  At the start of every battle, before anything happens, another common event script is called that randomly sets variable 1 based on the sword equipped.  This will ensure that variable 1 always has a number assigned to start with, and avoid having the basic attack do practically no damage right off the bat.  

    This works perfectly.  then I attempt the same thing with my skill.

    The skill name is 1000 petals.  its a sword slash that is supposed to do max weapon damage + a.atk + a.level / 4  so essentially it does max damage + attack +1 every 4 levels.  I set it up, using variable 2 this time (don't want to confuse the system now) and set the variable in the initialize common event, that way it will always have a number in the variable slot.  However, the game feels the need to mock me as it only does 5 damage.  always.  

    My actors atk is 1.  The max weapon damage is 8.  The targets defense is 3 and my characters level is 1.  plugging in the formula it should look like this.

    8 + 1 + 0.25 - 3

    I'm pretty sure vx ace would round the .25 down or otherwise not show it  so the final value should be... 6.  9 - 3.  Cept its 5.  always.  There is no variance, I have that set to 0 for everything.  so that's my problem.  if someone could kindly point out where I'm being stupid, I'd gladly appreciate it.  

    Engine: RPG maker vx ace (steam edition)

    Version: latest (its steam.  its always updated to the latest version)

    Thank you in advance.  If this is in the wrong spot I apologize.  If I somehow committed a forum taboo or mistake then please forgive me.  
  2. did you try the box in skills under damage that says Variance? that adds a bit of randomness to the damage for attacks

    LOOK HERE.png
  3. Can you post some screenshots of your variable events and the skill with the formula? I'll try to see if I spot the problem.