Weapon Proficiency - per class or actor weapon and armor effectiveness

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Started by whitesphere 8 posts View original ↗
  1. Weapon Proficiency 0.1.0

    whitesphere


     

    Introduction

    This allows a type of Weapon or Armor to have its effectiveness tweaked, on a per-Class or per-Actor, or per-State basis.

     

    Features

    - Allows per-weapon type or per-armor type modification

    - Can affect any of the primary stats (ATK, DEF, MAT, MDF, AGI and LUK)

    - The modifications are per-class, per-actor or per-state.

     

    How to Use

    - After installing and enabling the plug-in, add a note-tag in the following format to the desired Actor, Class or State:

    <proficiency: type=(weapon or armor), modify=(ATK, MAT, etc), id=percent, ...>

    Such as:

    <proficiency: type=weapon, modify=atk, 1=150, 2=80, 3=110>

     

    This multiplies weapon type 1's ATK by 1.5, type 2's ATK by 0.8 and type 3's ATK by 1.1.

     

    Script

     

    The script is available for download here:http://pastebin.com/embed_js.php?i=SiXUy2Dp

     

    Usage Terms

     

    This plug-in may be used for commercial or non-commercial purposes as long as I am given credit.

     

     
  2. Nice idea!

    However, after quick skimming on your code, it seems that the final multiplier comes from the multiplicaton of actor, classes, and states.

    If an actor, class, and state proficiency are set to 200% on a weapon, final multiplier will be 800%.

    (Doesn't it? Pardon me if I read your code wrongly)

    It wouldn't hurt to let users choose multiplication or addition to their actor's proficiency.

    That's just a suggestion. Again, that's a nice script.
  3. You're right, they would all stack that way.  

    I've updated the plug-in in my Pastebin and the MV Plugins repository.

    Now, if you add "operation=add" to the note-tag, it will add (or subtract) from the stat.  The plug-in does all additions before all multiplications. It defaults to multiplication though.
  4. I like the concept but it's a tad bit restrictive right now I think? If I may I'd like to recommend a couple of features. I'd say a way to call up a visual representation of the proficiency for the player would be helpful, unless your goal of course was for this to be a under the hood stat then ignore me, but I also think it would be beneficial to allow items to permanently raise the proficiency of a character. Like if the player had a character read a scroll to learn a weapon better or something similar.  Just a couple thoughts. 
     
  5. I like the idea of a permanent proficiency change, and I'll add that, but I always thought it would be more of a hidden stat, but I'll take a look. It would be a custom scene if I did that.
  6. This is funny because I started playing though every Final Fantasy with my 8 year old son, and we started playing Final Fantasy II last night and I was just thinking man how am I gonna add the weapon effectiveness to my game, its a great idea. Look around here and find it.  Thanks for the work.
  7. Great plugin. Does this works with custom parameters?
  8. I really like the idea behind this plugin, but I've had the following issues using it:
    - I get a "current is undefined" error. It can be solved by changing "current" for "item" in lines 166 and 170.
    - I get a "cannot read property XX of undefined" when using the note tags on a state. Couldn't find a solution.

    Do you think you can upload a new version with these corrections?
    Thank you.