Equip Core link is to version 1.08
Thanks, I'll get that fixed.
@Yanfly
Absorption Barrier:
I am wondering... Should a barrier benefit from its targets defenses? (Ex: Should a battlers Armor Scaling reduce the damage dealt to the Barrier?)
Conceptually, I imagine a barrier is independent of the target behind it. Raising one, should simply
1:1 cancel out incoming damage, right?
Otherwise you run the risk of multiplying the benefit of a barrier under certain conditions.
Example: A barrier that absorbs 100 Damage, would absorb 200
Physical Attack Damage if the target has 50% Physical Reduction (due to Armor Scaling). But would not gain such benefit against a Magic Attack (or worse if Magic Armor Reduction is involved). This makes forward considerations, about how much a barrier should absorb, a veritable nightmare. Especially when the SAME barrier could have such
drastically different utility. (Even worse if a non-standard mitigation is baked into actual damage formulas)
I'm not sure how this could be elevated. Performing barrier processing inside
makeDamageValue rather than
executeHpDamage looks like it would require an overwrite of the function. Which is already done with Damage Core.
I realize this is relatively unimportant. I am just hoping to better understand your decisions.
:)
Thanks for your time!
This was actually something I've considered a while back, making the damage irrelevant from the target's defense. However, this would entail having the calculations made prior to the executeHpDamage function, which would result in a few more things. Procs and such from Lunatic Effects for both Skill Core, Buffs & States Core, and other battle related Lunatic Modes.
That said, I came to the conclusion that execteHpDamage is best done there after the procs have been made since there's a way to simulate the barriers taking more damage, although not exactly a pretty one. Using passive states, you can have an on-barrier effect where the defense of the battler is lowered and a conditional effect where the passive turns itself off when the user's barrier points are at 0. I figured this way, the control is there and you can set how much the barrier state can reduce, too.
I have a problem, trying to find a solution by searching not taking me anywhere. So I decide to ask here.
This is the result of me putting
Yanfly's Detect Weapon Type Conditionals into skill Attack. How can I fix couter animation to become correct?
Right now, only the weapon that move correctly. Thanks!!
Right now, the way MV handles counter attacks is a bit... unruly as there's very little control over them. I'll have to make an adjustment to this in the future.
@Yanfly Any chance of adding in custom costs to use items, including gold? I know you can have Skills cost gold, but items need that same love, y'know? : P
Maybe it could just be added into an update for Item Core?....
You mean costs to using the items? I suppose I could in the future.
:)
Sorry i forgot to write what critical value i want to add. I mean something like x% of user STAT go to CRI
Anyway i make Stat with:
<Custom Initiate Effect>
user.setCriPlus(1+Math.round(user.mdf * 1.01 * 0.01)); //1+ to force critical for tests
</Custom Initiate Effect>
It works fine but when skill have tag:
<Critical Rate Formula>
</Critical Rate Formula> //Yes, empty notetag
Even if i have 100%+/1.0+ critical it not applied
Any ideas why?
The Critical Rate Formula overrides the crit stat in favor of its own. If you wish for it to use the crit stat, you'll have to use the crit stat in the formula like I've shown in the example provided within the plugin's help file:
Code: * <Critical Rate Formula>
* rate = user.cri + 0.2;
* rate -= 1 - target.cev;
* </Critical Rate Formula>
* This adjusts the critical hit success rate for the skill/item. You can use
* multiplie lines to write out the formula, and 'rate' will be the success
* rate used to determine the skill's critical success rate.
* *Note: Using this tag sets the skill/item to enable Critical Hits.