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mjshi

Weakened Enemy Skills

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edit: lol accidentally used hashtag for tagging, sorry, deviantart habit xD

 

Ralph unleashes a Fireball IV, dealing 23449 damage to the boss! HP 76550/99999.

The Demon Lord unleashes Fireball IV, dealing 22341 damage to Ralph! HP -19646/2695!

Ralph died...

 

Or-

 

Ralph uses Heal X! He recovered 100% of his HP! HP 2695/2695.

The Demon Lord uses Heal X! He recovered 100% of his HP! HP 99999/99999

The battle drags on...

 

Short of creating a completely new skill set for the enemies, is there a script out there that can reduce the effectiveness of enemy skills? (I'm considering buffing the player's defense stats as well, but that wouldn't look pretty on a stat's screen xD) Such as, the monsters and the players have the same skillsets, but when the enemy uses the skills, the skills are only 70% as effective, or scale with the player's max hp or something?

 

Is there a script for this, or is it possible through skill equations?

Edited by innovation

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class RPG::UsableItem::Damage

alias reduce_enemy_damage_eval eval

def eval(a, b, v)

factor = a.is_a?(Game_Enemy) ? 0.7 : 1.0

return reduce_enemy_damage_eval(a, b, v) * factor

end

end

 

Edited by Demintika

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Thank you very much! This is perfect ^_^

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class RPG::UsableItem::Damage
  alias reduce_enemy_damage_eval eval
  def eval(a, b, v)
    factor = a.is_a?(Game_Enemy) ? 0.7 : 1.0
    return reduce_enemy_damage_eval(a, b, v) * factor
  end
end

Where should I put this snippet in? Do I need to indicate anything special in the damage formula box when create a skill or magic?

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Where should I put this snippet in? Do I need to indicate anything special in the damage formula box when create a skill or magic?

Somewhere below material and above main. Give it its own section. You don't have to do anything else.

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