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Stat?Equipment

Eptima

Member

Hi. This could turn out to be a pretty bogus question but here goes.

I want my weapons so that they multiply your strength rather than add too it (like in rm2003). I want it so that my strength decides the effectiveness of the weapon rather than increase your strength. Is that what "Attack" is for? I'm not quite sure I fully understand that... your weapons and enemies have it but you don't.

If I made some mistake posting please tell me.
 

Battle

Member

You could have a event that inflicted a state that gave +% (Since states use %'s) to the stat when the weapon is equipped and it to remove the state when the weapon is unequipped. Though I could see that causing a few problems in the long run, would take some working out.

Or of course a script if you can get someone to do it for you.
 

Eptima

Member

Yes, I think that I would probably end up having to edit the scripting, but I don't even know where to start. What I'm trying to do is get "attack" to multiply your strength rather than add to it. Early in the game I would have to do this in small amounts, so beginner weapons would only multiply power by 1.12 or something, so I don't think an affliction would work and if it did would it block other statuses? Or can you stack them unlike rm2003?
 

Battle

Member

Some Status changes can stack. Mess with the Ratings to get everything to stack right or just replace a skill like Sharp with your status and it should work fine.
 
I want it so that my strength decides the effectiveness of the weapon rather than increase your strength.
You accomplish that effect by giving the weapons an Attack Power score. In fact, you have to give the weapons an Attack Power score else you will do no damage regardless of strength. You don't need to have the weapons modify your strength score at all however.

Damage for normal attacks are determined by taking the attacker's Attack Power subtracted by half the target's Physical Defense and then multiply that result with (20 + attacker's Strength) / 20.
 
Go to the script editor. There at Game_Battler 3 line 50 and 51 you should see something that looks like following:
atk = [attacker.atk - self.pdef / 2, 0].max
self.damage = atk * (20 + attacker.str) / 20
Change those two lines to:
atk = attacker.atk * attacker.str
self.damage = [atk - self.pdef, 0].max
Note that this only applies to normal attacks, not skills.
 

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