Author Topic: [XP] Alternate Attack Algorithms  (Read 9402 times)

Offline Xelias

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[XP] Alternate Attack Algorithms
« on: November 07, 2009, 07:12:37 PM »
Alternate Attack Algorithms
Authors: Xelias
Version: 1.00
Type: Battle Add-On
Key Term: Battle Add-on

Introduction

This script allows selected weapons to have special damage formulas. Think Final Fantasy's Ultima Weapon for this one. Effects are better described in the script

Features

  • Weapons inflict damage based on current HP
  • Weapons inflict damage based on HP difference
  • Weapons inflict damage based on current SP
  • Weapons inflict damage based on current Level
  • Weapons inflict damage based on enemy's HP
  • Weapons inflict damage ignoring Defense
  • Weapons inflict damage based on Intelligence
  • Weapons inflict damage based on Agility
  • Weapons drain a selected percent of damage inflicted
  • Weapons inflict damage to opponent's SP
  • Weapons inflict damage ignoring Guard State
  • Weapons increase Critical Hit Ratio
  • Weapons increase Critical Hit Power

Screenshots

No screens. I wonder why we would need some

Demo

No demo. However, I will put one if required.

Script

Put this above main.
(click to show/hide)

Instructions

Just set up the weapons' ID at the beginning of the script. And enjoy.

Compatibility

May cause compatibility problem with CBS... maybe ?

Credits and Thanks

  • Xelias, for making this script
  • Game_Guy and Ryexander for helping me with a bug that, well... bugged me.

Author's Notes

If you have ideas for new formulas, just send them. I'll do them... if I can.
On another note : special effects do not stack ! If you want to have two effects (Ex : Blood Sword Ultima Weapon), ask it and I'll make it.  
« Last Edit: November 08, 2009, 07:11:36 PM by Xelias »


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Offline Blizzard

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Re: Alternate Attack Algorithms [XP]
« Reply #1 on: November 08, 2009, 12:15:34 PM »
On another note : special effects do not stack !

Maybe you should make it change so they do. :)
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Offline Xelias

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Re: Alternate Attack Algorithms [XP]
« Reply #2 on: November 08, 2009, 03:24:28 PM »
I tried, but I got more bugs than a swarm of locusts !
But remember, I will merge 'almost' any of those if you ask it. Because some effects are polar opposites (Valiant Knife and Ultima Weapon) and cannot be merged.


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Offline Aqua

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Re: [XP] Alternate Attack Algorithms
« Reply #3 on: November 08, 2009, 05:21:32 PM »
I fixed a tiny tile error for you.

This looks good :D
It's nice to have some weapons that are a little different than the rest XD.

Offline Xelias

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Re: [XP] Alternate Attack Algorithms
« Reply #4 on: November 08, 2009, 07:07:11 PM »
Thanks. Where was the error ? I'd like to know it.


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Offline Aqua

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Re: [XP] Alternate Attack Algorithms
« Reply #5 on: November 08, 2009, 07:08:38 PM »
[XP] Alternate Attack Algorithms vs. Alternate Attack Algorithms [XP]

Offline Xelias

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Re: [XP] Alternate Attack Algorithms
« Reply #6 on: November 08, 2009, 07:12:50 PM »
Phew ! I thought you were talking about a scripting error   :D


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Offline Azuriyuu

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Re: [XP] Alternate Attack Algorithms
« Reply #7 on: May 04, 2010, 06:00:49 AM »
Hm, it's been a while... and I'm not all that much a scripter, but I'm modifying it to suit my needs(Making the script check weapon elements rather than IDs).

Would it be impolite to post such a thing here?  What's the ettiquette for this sort of thing?

Offline Jragyn

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Re: [XP] Alternate Attack Algorithms
« Reply #8 on: May 23, 2010, 08:50:57 PM »
Hey, do it yo, I'm interested if anything :D
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