[RMVX ACE] RE-PURPOSING STATS
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I have a question about re-purposing stats in VX Ace. Say I wanted to replace one of the existing stats, like maybe Magic Defense, and turn it into Aim, a stat that determines the damage of ranged weapons.
To make this work, I'm guessing what I need to do is just make sure that skill damage formulas of ranged skills use the Aim stat and that no skills use it as Magic Defense anymore. Is there more to it than that? (This is my first time messing around with redoing stats like this)
Thanks! :D
To make this work, I'm guessing what I need to do is just make sure that skill damage formulas of ranged skills use the Aim stat and that no skills use it as Magic Defense anymore. Is there more to it than that? (This is my first time messing around with redoing stats like this)
Thanks! :D
If I remember right, if you manually describe all of your battle formulas, you should be good to go - Ace won't use MDEF anywhere you don't tell it to. Just pop in a.mdf or b.mdf where you want to, and make sure to remember MDEF = AIM when doing buffs and whatnot. You'll have to make sure to do it for the basic "Attack" skill, as well as all monster skills, but that should be it!
The only specific exception I remember for DEF/MDEF was that the "Ignore Target Defense" box will cause a skill to treat b.def and b.mdf as 0, which may screw you up if you ever use the target's Aim in a damage formula. I don't remember if there are any other specific rules for the other main stats (ATK, SPD, etc.).
The only specific exception I remember for DEF/MDEF was that the "Ignore Target Defense" box will cause a skill to treat b.def and b.mdf as 0, which may screw you up if you ever use the target's Aim in a damage formula. I don't remember if there are any other specific rules for the other main stats (ATK, SPD, etc.).
Cool. If I don't use Ignore Target Defense, should I be able to bypass that problem?
I have no idea about the other stats. I seem to remember Luck playing a role in at least chances of getting hit by status effects, I think? I'm not certain about that, tho XD
I have no idea about the other stats. I seem to remember Luck playing a role in at least chances of getting hit by status effects, I think? I'm not certain about that, tho XD
Yeah, Luck in Ace determines your rate of applying/shrugging off status effects/buffs/debuffs.
If you use the easy formula when creating skills and the like, MDF gets used as part of the Magical set, however "Attack power, defense power, magic power, and magic defense have no special effects beyond being looked up by the damage calculation formulas that are set for skills/items."
Or so the Help File says.
Hit Type
The method for determining a hit. Specify one of the following:
Certain Hit
Treats a successful use of the skill as a hit. Counterattacks, magic reflection, and substitution are disabled.
Physical Attack
Determines hits based on the user's hit rate and target's evasion rate. This method is subject to counterattacks and substitution.
Magical Attack
Determines hits based on the target's magic evasion rate. This method is subject to magic reflection and substitution.
..where is the Ignore Defense thing? I've been looking for it for a while now. >.<;
If you use the easy formula when creating skills and the like, MDF gets used as part of the Magical set, however "Attack power, defense power, magic power, and magic defense have no special effects beyond being looked up by the damage calculation formulas that are set for skills/items."
Or so the Help File says.
Hit Type
The method for determining a hit. Specify one of the following:
Certain Hit
Treats a successful use of the skill as a hit. Counterattacks, magic reflection, and substitution are disabled.
Physical Attack
Determines hits based on the user's hit rate and target's evasion rate. This method is subject to counterattacks and substitution.
Magical Attack
Determines hits based on the target's magic evasion rate. This method is subject to magic reflection and substitution.
..where is the Ignore Defense thing? I've been looking for it for a while now. >.<;
Good to know! ^_^ I was going to use custom formulas rather than the easy ones, so it looks like I'll be good!
If you look at the damage area, there is a box that says "Quick." If you click that, there is a checkbox for "Ignore Target's Defense." I never use it, though. I just leave defense out of the formula if I want to ignore it.
author=Liberty
..where is the Ignore Defense thing? I've been looking for it for a while now. >.<;
If you look at the damage area, there is a box that says "Quick." If you click that, there is a checkbox for "Ignore Target's Defense." I never use it, though. I just leave defense out of the formula if I want to ignore it.
author=Liberty
Ah, I see. Thanks~ (I never really use Quick, so... ;p )
Yeah, me either except right when I got Ace. I'm so thankful to people teaching me about damage formulas when I first joined RMN :DDDDDD You can do so much with them! (I'm still not great at them but I have a decent grasp, I think)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If you replace anything other than str/mag/def/mdef, you should probably do a search through the scripts for all the places where the stat is used. Stats like agi, hit, evade, luck, and a lot of the weird minor stats that use incomprehensible acronyms (the ex-parameters and sp-parameters) are often used in combat formulas other than skill damage.
If you right-click in the left-hand column of scripts and search, you can search across all scripts. If you search for "tgr" for example you can find all the scripts that use the target's TGR stat. You'll notice that it's used in Game_Battler line 770 to determine TP recovery each round. That line looks like this:
If you change that line to this...
...then TP recovery each round is no longer based on the TRG stat, and characters just recover 5 TP per round instead, so you can now use the stat for whatever else you want instead. If you use a custom battle system, there may be additional places in the scripts that use this stat that you'll need to change.
If you right-click in the left-hand column of scripts and search, you can search across all scripts. If you search for "tgr" for example you can find all the scripts that use the target's TGR stat. You'll notice that it's used in Game_Battler line 770 to determine TP recovery each round. That line looks like this:
self.tp += 100 * trg
If you change that line to this...
self.tp += 5
...then TP recovery each round is no longer based on the TRG stat, and characters just recover 5 TP per round instead, so you can now use the stat for whatever else you want instead. If you use a custom battle system, there may be additional places in the scripts that use this stat that you'll need to change.
Yeah, pretty much, you're all good. You've figured this out on your own. LockeZ has given you helpful advice but I'm pretty sure that slash is also right that Ace won't use MDEF anywhere you don't tell it to.
Oh, and if your game includes ranged WEAPONS as well as ranged ATTACKS, there's a handy "Weapon Attack Replace" script somewhere by someone that lets you replace the attack of any given weapon like a gun or a bow with a specific skill that could in turn have a custom damage formula based on "Aim".
Custom damage formula are the shit.
Oh, and if your game includes ranged WEAPONS as well as ranged ATTACKS, there's a handy "Weapon Attack Replace" script somewhere by someone that lets you replace the attack of any given weapon like a gun or a bow with a specific skill that could in turn have a custom damage formula based on "Aim".
Custom damage formula are the shit.
author=Max McGee
Yeah, pretty much, you're all good. You've figured this out on your own. LockeZ has given you helpful advice but I'm pretty sure that slash is also right that Ace won't use MDEF anywhere you don't tell it to.
Oh, and if your game includes ranged WEAPONS as well as ranged ATTACKS, there's a handy "Weapon Attack Replace" script somewhere by someone that lets you replace the attack of any given weapon like a gun or a bow with a specific skill that could in turn have a custom damage formula based on "Aim".
Custom damage formula are the shit.
Excellent! Thanks! ^_^ Yeah, I totally love being able to do my own formulas. It was a little overwhelming at first, but once I caught on, it opened up so many possibilities (many of which I'm still learning XD)
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