How do I alter how battle damage is calculated for a basic attack?
I know that your STR somehow affects your battle damage, I want to remove that and basically I want the way battle damage is calculated to be ATK - PDEF. And of course the outcome to become 0 if it is below 0.
Game Battler 3
def attack_effect
Line 51 is the part with the strength.
If you need help ill do it. I've already done a full damage calculation edit.
Yeah that would be nice winkio, cause no matter what I try to do with line 51 the strenght always seems to remain a part of the calculation ^^;;
either comment out or delete line 51 from Game_Battler 3. Or, if you want a script you can stick below the defaults, use this:
#==============================================================================
# Custom damage script
#------------------------------------------------------------------------------
# does not factor STR into attack damage
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# attack_effect
#
# this method calculates the damage done by an attack
# modified so that damage is ATK - PDEF
#--------------------------------------------------------------------------
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
# 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.dex / 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.dex + 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
end
EDIT: (Yes I deleted the entire shit for an edit :P)
Turns out that another script I am using also overwrites the damage calculations, so I had to mess around with it as well ^^ thanks for the help