Weapon type that ignores target defense during regular attacks

● ARCHIVED · READ-ONLY
Started by Countyoungblood 9 posts View original ↗
  1. my attack formula is simple.

    a.attack - b.defense

    and i like that. i can build around it. but i want to design a weapon type that would have a different attack formula or some type of affect which would ignore the armor portion.. I'm considering adapting the attack formula to check for weapon type if that would be possible but im not sure i want to run a check like that on every single attack especially since the mechanics of my game involve creating situations in which actors use regular attacks multiple times per turn. so, are there any other options? I considered applying a state to the weapons attack which could act as a debuff but wouldn't that debuff the enemy for all other attackers?
  2. Find a script which lets you have a weapon use a different damage formula. If you do that, then you can use a notetag on the weapon which will tell it to use that skill instead, and in that skill use just a.attack.
  3. You could use Yanfly's Weapon Unleash to change the attack skill for different weapons. That would allow you to make certain weapons use a different attack skill and it even allows you to make it happen randomly or based on certain conditions you define. So you're effectively using a different attack formula for the weapon because it's a different skill altogether.

    Edit- I just noticed this was for VX Ace, sorry about that

    Edit 2- Here's a script for VX Ace that replaces the attack skill for weapons Yanfly Weapon Attack Replace
  4. @nakina : This is an ACE request, that is an MV only plug-in.
  5. This code here - located in Game Battler controls the damage calculation.
    Code:
      #--------------------------------------------------------------------------
      # * Calculate Damage
      #--------------------------------------------------------------------------
      def make_damage_value(user, item)
        value = item.damage.eval(user, self, $game_variables)
        value *= item_element_rate(user, item)
        value *= pdr if item.physical?
        value *= mdr if item.magical?
        value *= rec if item.damage.recover?
        value = apply_critical(value) if @result.critical
        value = apply_variance(value, item.damage.variance)
        value = apply_guard(value)
        @result.make_damage(value.to_i, item)
      end
    Maybe messing around with this can help? (With a copy of the script)
  6. it looks like this is solvable inside the damage formula but it still isnt working properly. any suggestions?

    Code:
    if a.equips[0].wtype_id = 4;a.atk;else;a.atk-b.def;end;

    update: since i couldnt find the way of referencing the users weapon type i opted to use a dummy state resistance on the weapon and set the formula as follows..

    Code:
    a.state_resist?(4) ? a.atk : a.atk - b.def

    since i only have one weapon type that i wanted to be different and i have very few items this should work well enough but im open to better solutions.
  7. You've done = instead of ==. You could also do this:
    Code:
    a.equips[0].wtype_id == 4 ? a.atk : a.atk - b.def
  8. issue resolved, decided to stick with the dummy state and using state_resist to assign the alternate damage formula since this could also be used with enemy troops
  9. 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.