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Questions about Stats, Word-Changing, and Damage

1) For the actors and enemies, I need to have a defense stat, rather than just plain equipping armor. Is there any way to convert the Dexterity stat into a Defense stat? Since there would be no Dexterity, can it be changed to actors and enemies always having a 100% chance hit rate with a basic attack, and a 5% chance of a critical hit?

I know enemies already have a Defense stat, but I don't want them having dexterity.

2) Resolved

3) Resolved.
 
1) This must be done with a script. That means completely changing the RMXP built-in formula. I have done this for my battle system, but that makes absolutely NO use of the default battle system, which would take a long time to create. I'm sure this can be done way simpler, I just don't have the idea in front of me.

2) Press Ctrl + Shift + F and type in self.damage = "Miss". On each of these lines, replace Miss with any other word you want. There should be 5 of them. About critical, I did not find this. Any additions would be appreciated.

3) In Game_Battler 3, find the code: self.hp -= self.damage. (Should be line 83). Right above it, add the following:
Code:
if self.damage == 0
    self.damage = 1
end
This should prevent the damage from ever being 0.

Hope this works.
 
1) Is there maybe a way to make skills do less damage depending on the target's dexterity, rather than increasing power depending on the user's?

2)This worked, but the hit animation still plays every time I miss.

3) No problems with this one.
 
1) This can also only be done with a script. I could easily find where to add it, though I would need a more specific formula for this to work. Originally, the base-formula looks like this:
Code:
      # Calculate basic damage
      atk = [attacker.atk - self.pdef / 2, 0].max
      self.damage = atk * (20 + attacker.str) / 20

2) It shouldn't? Every default animation has both hit and miss animations, whereas the difference is only than when hit the target gets a white flash. The animation plays on miss as well, just without the flash.

3) Great!
 
If you are using the default battle system, the animations will be the same, the only difference is the sounds and flashes. All frames for the animation will play, the only difference is the SE and Flash timing which is the little box above the animation display. In this window you can add flashes for Hit, Miss or Both. This is the ONLY part that will appear different on Hit and Miss.

A screenshot of the handlers:
http://img183.imageshack.us/img183/6480 ... gerbr2.png[/img]

Note the 'condition' drop down. This decides which type to display it on. Both, Hit or Miss.
 
What I'm trying to say is that even when I miss, it still plays the flashing and sounds that are only assigned to the "hit" animations. So, when I miss, it still flashes even when that specific flash is assigned to "hit."
 
Have you done any specific modifications to the battle system, or do you perhaps use a different battle system? As of default, this proved no problem with me in a default project. Hit animations and sounds played ONLY for those with the Hit condition, and vice versa. Any specific additions would help, though if there are none, I'm pretty sure you are doing it wrong. Provide me with a screenshot of your animation (the animation tab in the database with the respective skill selected) so I can see the detailed animation you are experiencing this with.

Cheers.
 
I found your problem. Go into Scene_Battle 4. Find the line:
Code:
target.animation_hit = (target.damage != "Miss")
Replace "Miss" with whatever you are using, apparently it would be:
Code:
target.animation_hit = (target.damage != "Get some Glasses!")

Hope this helps!
 
Unless you know the actual RPG::Sprite class, you cannot change this. I don't know this, and the actual code is shown in the help-file either, so I don't know where you can find this.
 

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