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Stat fix

Script Request Template
This is a request for a new script, an edit or debug of an existing script.

Script Title:
Stat Fix
RMXP:
Detailed Description:
Hello, I am working on an rpg based upon Ogre Battle: March of the Black Queen, and Tactics Ogre: The knight of Lodis. and naturally I need an alignment stat since that majorly influences things such as class changes etc, so far I am just using dex as my ali. stat and it seems okay so far, since low alignment classes arent really melee characters, however if I can somehow find a script that would disconnect dex from hit chance, or a script that would simply ADD an alignment stat that would be great.
 
Alignment is this..
Lower alignments mean your character is evil where higher alignments mean they are goodly, also, as per ogre battle march of the black queen, higher alignment characters fight better during the day where lower alignment characters fight better at night

the second part isnt too important, but i just want to be able to shift alignments to enable different kinds of job changes without making them fail in melee combat.
 
You do not need a script at all. Just create one variable for each player character. Then you can impose the conditions for the variable changing or what it restricts, etc. To display it, just edit the Status screen and add the variable as a string somewhere. Only thing I do not know is how to create an array to relate each variable with each character, but somebody else certainly does.
 
Getting rid of the ciritcal hit chance and the hit ratio that Dextarity provides is easy. The only thing is you need to change up a little more than that if you want the battles to still work. I know how to change up the Damage Calculation for battle if you just tell me what you want to change.
 
Okay, if you are using the default battle system, here ya go: (Just replace all the coding in Game_Battler_3 to this)
Code:
#==============================================================================

# ** Game_Battler (part 3)

#------------------------------------------------------------------------------

#  This class deals with battlers. It's used as a superclass for the Game_Actor

#  and Game_Enemy classes.

#==============================================================================

 

class Game_Battler

  #--------------------------------------------------------------------------

  # * Determine Usable Skills

  #     skill_id : skill ID

  #--------------------------------------------------------------------------

  def skill_can_use?(skill_id)

    # If there's not enough SP, the skill cannot be used.

    if $data_skills[skill_id].sp_cost > self.sp

      return false

    end

    # Unusable if incapacitated

    if dead?

      return false

    end

    # If silent, only physical skills can be used

    if $data_skills[skill_id].atk_f == 0 and self.restriction == 1

      return false

    end

    # Get usable time

    occasion = $data_skills[skill_id].occasion

    # If in battle

    if $game_temp.in_battle

      # Usable with [Normal] and [Only Battle]

      return (occasion == 0 or occasion == 1)

    # If not in battle

    else

      # Usable with [Normal] and [Only Menu]

      return (occasion == 0 or occasion == 2)

    end

  end

  #--------------------------------------------------------------------------

  # * Applying Normal Attack Effects

  #     attacker : battler

  #--------------------------------------------------------------------------

  def attack_effect(attacker)

    # Clear critical flag

    self.critical = false

    # First hit detection

    hit_result = (rand(100) < attacker.hit)

    # If hit occurs

    if hit_result == true

      # Calculate basic damage

      atk = [attacker.atk - self.pdef / 2, 0].max

      self.damage = atk * (20 + attacker.str) / 20

      # Element correction

      self.damage *= elements_correct(attacker.element_set)

      self.damage /= 100

      # If damage value is strictly positive

      if self.damage > 0

        # Critical correction

        if rand(100) < 4 * attacker.agi / self.agi

          self.damage *= 2

          self.critical = true

        end

        # Guard correction

        if self.guarding?

          self.damage /= 2

        end

      end

      # Dispersion

      if self.damage.abs > 0

        amp = [self.damage.abs * 15 / 100, 1].max

        self.damage += rand(amp+1) + rand(amp+1) - amp

      end

      # Second hit detection

      eva = 8 * self.agi / attacker.agi + self.eva

      hit = self.damage < 0 ? 100 : 100 - eva

      hit = self.cant_evade? ? 100 : hit

      hit_result = (rand(100) < hit)

    end

    # If hit occurs

    if hit_result == true

      # State Removed by Shock

      remove_states_shock

      # Substract damage from HP

      self.hp -= self.damage

      # State change

      @state_changed = false

      states_plus(attacker.plus_state_set)

      states_minus(attacker.minus_state_set)

    # When missing

    else

      # Set damage to "Miss"

      self.damage = "Miss"

      # Clear critical flag

      self.critical = false

    end

    # End Method

    return true

  end

  #--------------------------------------------------------------------------

  # * Apply Skill Effects

  #     user  : the one using skills (battler)

  #     skill : skill

  #--------------------------------------------------------------------------

  def skill_effect(user, skill)

    # Clear critical flag

    self.critical = false

    # If skill scope is for ally with 1 or more HP, and your own HP = 0,

    # or skill scope is for ally with 0, and your own HP = 1 or more

    if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or

       ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)

      # End Method

      return false

    end

    # Clear effective flag

    effective = false

    # Set effective flag if common ID is effective

    effective |= skill.common_event_id > 0

    # First hit detection

    hit = skill.hit

    if skill.atk_f > 0

      hit *= user.hit / 100

    end

    hit_result = (rand(100) < hit)

    # Set effective flag if skill is uncertain

    effective |= hit < 100

    # If hit occurs

    if hit_result == true

      # Calculate power

      power = skill.power + user.atk * skill.atk_f / 100

      if power > 0

        power -= self.pdef * skill.pdef_f / 200

        power -= self.mdef * skill.mdef_f / 200

        power = [power, 0].max

      end

      # Calculate rate

      rate = 20

      rate += (user.str * skill.str_f / 100)

      rate += (user.dex * skill.dex_f / 100)

      rate += (user.agi * skill.agi_f / 100)

      rate += (user.int * skill.int_f / 100)

      # Calculate basic damage

      self.damage = power * rate / 20

      # Element correction

      self.damage *= elements_correct(skill.element_set)

      self.damage /= 100

      # If damage value is strictly positive

      if self.damage > 0

        # Guard correction

        if self.guarding?

          self.damage /= 2

        end

      end

      # Dispersion

      if skill.variance > 0 and self.damage.abs > 0

        amp = [self.damage.abs * skill.variance / 100, 1].max

        self.damage += rand(amp+1) + rand(amp+1) - amp

      end

      # Second hit detection

      eva = 8 * self.agi / user.agi + self.eva

      hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100

      hit = self.cant_evade? ? 100 : hit

      hit_result = (rand(100) < hit)

      # Set effective flag if skill is uncertain

      effective |= hit < 100

    end

    # If hit occurs

    if hit_result == true

      # If physical attack has power other than 0

      if skill.power != 0 and skill.atk_f > 0

        # State Removed by Shock

        remove_states_shock

        # Set to effective flag

        effective = true

      end

      # Substract damage from HP

      last_hp = self.hp

      self.hp -= self.damage

      effective |= self.hp != last_hp

      # State change

      @state_changed = false

      effective |= states_plus(skill.plus_state_set)

      effective |= states_minus(skill.minus_state_set)

      # If power is 0

      if skill.power == 0

        # Set damage to an empty string

        self.damage = ""

        # If state is unchanged

        unless @state_changed

          # Set damage to "Miss"

          self.damage = "Miss"

        end

      end

    # If miss occurs

    else

      # Set damage to "Miss"

      self.damage = "Miss"

    end

    # If not in battle

    unless $game_temp.in_battle

      # Set damage to nil

      self.damage = nil

    end

    # End Method

    return effective

  end

  #--------------------------------------------------------------------------

  # * Application of Item Effects

  #     item : item

  #--------------------------------------------------------------------------

  def item_effect(item)

    # Clear critical flag

    self.critical = false

    # If item scope is for ally with 1 or more HP, and your own HP = 0,

    # or item scope is for ally with 0 HP, and your own HP = 1 or more

    if ((item.scope == 3 or item.scope == 4) and self.hp == 0) or

       ((item.scope == 5 or item.scope == 6) and self.hp >= 1)

      # End Method

      return false

    end

    # Clear effective flag

    effective = false

    # Set effective flag if common ID is effective

    effective |= item.common_event_id > 0

    # Determine hit

    hit_result = (rand(100) < item.hit)

    # Set effective flag is skill is uncertain

    effective |= item.hit < 100

    # If hit occurs

    if hit_result == true

      # Calculate amount of recovery

      recover_hp = maxhp * item.recover_hp_rate / 100 + item.recover_hp

      recover_sp = maxsp * item.recover_sp_rate / 100 + item.recover_sp

      if recover_hp < 0

        recover_hp += self.pdef * item.pdef_f / 20

        recover_hp += self.mdef * item.mdef_f / 20

        recover_hp = [recover_hp, 0].min

      end

      # Element correction

      recover_hp *= elements_correct(item.element_set)

      recover_hp /= 100

      recover_sp *= elements_correct(item.element_set)

      recover_sp /= 100

      # Dispersion

      if item.variance > 0 and recover_hp.abs > 0

        amp = [recover_hp.abs * item.variance / 100, 1].max

        recover_hp += rand(amp+1) + rand(amp+1) - amp

      end

      if item.variance > 0 and recover_sp.abs > 0

        amp = [recover_sp.abs * item.variance / 100, 1].max

        recover_sp += rand(amp+1) + rand(amp+1) - amp

      end

      # If recovery code is negative

      if recover_hp < 0

        # Guard correction

        if self.guarding?

          recover_hp /= 2

        end

      end

      # Set damage value and reverse HP recovery amount

      self.damage = -recover_hp

      # HP and SP recovery

      last_hp = self.hp

      last_sp = self.sp

      self.hp += recover_hp

      self.sp += recover_sp

      effective |= self.hp != last_hp

      effective |= self.sp != last_sp

      # State change

      @state_changed = false

      effective |= states_plus(item.plus_state_set)

      effective |= states_minus(item.minus_state_set)

      # If parameter value increase is effective

      if item.parameter_type > 0 and item.parameter_points != 0

        # Branch by parameter

        case item.parameter_type

        when 1  # Max HP

          @maxhp_plus += item.parameter_points

        when 2  # Max SP

          @maxsp_plus += item.parameter_points

        when 3  # Strength

          @str_plus += item.parameter_points

        when 4  # Dexterity

          @dex_plus += item.parameter_points

        when 5  # Agility

          @agi_plus += item.parameter_points

        when 6  # Intelligence

          @int_plus += item.parameter_points

        end

        # Set to effective flag

        effective = true

      end

      # If HP recovery rate and recovery amount are 0

      if item.recover_hp_rate == 0 and item.recover_hp == 0

        # Set damage to empty string

        self.damage = ""

        # If SP recovery rate / recovery amount are 0, and parameter increase

        # value is ineffective.

        if item.recover_sp_rate == 0 and item.recover_sp == 0 and

           (item.parameter_type == 0 or item.parameter_points == 0)

          # If state is unchanged

          unless @state_changed

            # Set damage to "Miss"

            self.damage = "Miss"

          end

        end

      end

    # If miss occurs

    else

      # Set damage to "Miss"

      self.damage = "Miss"

    end

    # If not in battle

    unless $game_temp.in_battle

      # Set damage to nil

      self.damage = nil

    end

    # End Method

    return effective

  end

  #--------------------------------------------------------------------------

  # * Application of Slip Damage Effects

  #--------------------------------------------------------------------------

  def slip_damage_effect

    # Set damage

    self.damage = self.maxhp / 10

    # Dispersion

    if self.damage.abs > 0

      amp = [self.damage.abs * 15 / 100, 1].max

      self.damage += rand(amp+1) + rand(amp+1) - amp

    end

    # Subtract damage from HP

    self.hp -= self.damage

    # End Method

    return true

  end

  #--------------------------------------------------------------------------

  # * Calculating Element Correction

  #     element_set : element

  #--------------------------------------------------------------------------

  def elements_correct(element_set)

    # If not an element

    if element_set == []

      # Return 100

      return 100

    end

    # Return the weakest object among the elements given

    # * "element_rate" method is defined by Game_Actor and Game_Enemy classes,

    #    which inherit from this class.

    weakest = -100

    for i in element_set

      weakest = [weakest, self.element_rate(i)].max

    end

    return weakest

  end

end

 
As you wanted, Dextarity should do almost nothing at all.
 

Thank you for viewing

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