Skill Progression/Armor and Weapon Effectiveness

● ARCHIVED · READ-ONLY
Started by zzTop 2 posts View original ↗
  1. I would like to begin by saying, than you for taking to time out of your life to look at my request, and if you decide to take it up, MANY THANKS for taking the time to do it.

    I didn't know what to call what I'm requesting other than what's in the topic title. I will try to explain this as best as I can. 

    EACH SKILL AND THEIR EXPERIENCE is controlled with a game variable. So every time I mention changing a variable, I mean the respective game variables.

    I have a set of variables used for weapon and armor effectiveness which represent them as player skills. For example, I have Slashing Weapons Skill, Bashing Weapons Skill, Piercing Weapons Skill, Unarmored Skill, Light Armor Skill, Heavy Armor Skill, etc. Think something like The Elder Scrolls skill system. (That link is Morrowind specific, it's not the same through the entire series but that's not important.) Basically, the better the skill, the better you preform that task. The more you use it, the better you get at it.

    The skills act as a percentage for final damage output.For example, if the final damage output is 20 damage, you're using a slashing weapon and your slashing weapon skill is 50, that would be 50% of the damage dealt, which would end in 10. I HAVE THAT WORKING FOR WEAPONS. I used Yanfly's Weapon Attack Replace script which allows me to use skills other than skill #1 for weapons. So slashing weapons use Skill #2 which uses the slashing weapons variable as a final outcome influence. I explain all this so you can understand what I'm trying to go for.

    Now what I need. I also have a set of variables that act as experience points for these skills. ALL I NEED is to have, for example, when I use Skill #2 (Slashing Weapons) that the variable for Slashing Weapon Experience goes up by 1. I can control the rest from there. I basically just need certain skills control certain variables every time they are used. I also should mention that it needs to be done with skills rather than weapon type since I also have magic skills that are influenced by a player skill.

    Now for the armor part. I have no way of controlling defense based on armor skill. I need armor skills, like weapon skills, to act as a percentage for defense. So if Steel Armor gives you 6 defense and your Heavy Armor skill is 50, you would only get 3 defense out of it. This also needs to be controlled by individual armor pieces since I could be wearing Heavy Armor, with Light Boots and Unarmored Gloves. If it helps, I DO have armors split up by the VX ACE armor type system by Unarmored, Light Armor and Heavy Armor in that order. I should also now mention that an empty armor slot also counts as unarmored.

    Now to explain a potential compatibility issue. I am using Yanfly's Equip Engine so I can have more than the default number of armor slots. Shield still acts as shields, Head still acts as helmets, Body still acts as armor, but Accessory acts as gauntlets and there is an extra slot for boots. I have more slots beyond that, but they are not influenced by armor skills (Amulets, Rings, Etc.)

    I also need it so that if you are damaged in any way while wearing armor, the variable acting as armor experience goes up by 1. Again, I can control it from there. The way I'm thinking of wanting it to work is like this. If you are wearing all heavy armor in each slot then you simply get a +1 to heavy armor experience. But say you are wearing a mix of heavy and light armor. Here are my slots---

    Shield

    Helmet

    Armor

    Gauntlets

    Boots

    ---So we split that into a percentile chance. Each one has a 20% chance to be hit. So if you are wearing all heavy armor except for a helmet which could be light armor, then the experience increase would have a 20% chance to be put into light armor and a 80% chance to be put into heavy armor.

    I explained that as best I could, and I know it's a lot, but there it is. I would be EXTREMELY grateful to whoever would to this for me. MANY THANKS in advance. If this gets done, I would not be able to repay or thank you enough.
  2. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.


    at OP's request


    (go ahead and post your new request)