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userjosh704
I was hoping for some new stats in the next RPGmakers - M.Def and Luck specifically. THIS luck stat is useless. I was hoping for a miscellaneous stat which I could use to influence different things like critical hit rate/evasion/second wind/counterattack rate/monster item drop rate/etc. Can someone give me some ideas and tips for this stat?

Also, what's the deal with the counterattack ability? How come it's actually phys.evade and counterattack simultaneously?


edit: in the scripting section Game_Battler, line 486-490 it says
QUOTE
#--------------------------------------------------------------------------
# * Calculate Critical Rate of Skill/Item
#--------------------------------------------------------------------------
def item_cri(user, item)
item.damage.critical ? user.cri * (1 - cev) : 0


can I edit this to
item.damage.critical ? user.luk * (1 - luk) : to make critical hits influenced by luck?
ZarroTsu
QUOTE (userjosh704 @ Oct 15 2012, 12:48 PM) *
THIS luck stat is useless.

If by "useless" you mean "capable of bumping a 1% status infliction rate up to 100%", then...

QUOTE
I was hoping for a miscellaneous stat which I could use to influence different things like critical hit rate/evasion/second wind/counterattack rate/monster item drop rate/etc. Can someone give me some ideas and tips for this stat?

But... Those ALL exist in the game already. Why fuck with one stat when you could just have status menus list the existing other stat?

I mean you CAN do what you're planning on doing, but why not just use an entirely separate variable if you're going that far? Because you want to use the system's curve schematic?
userjosh704
Let's start with: How do I use my Luck stat decide whether or not an attack is a crit or not?
ZarroTsu
Allow me to redirect you here.
Night_Runner
CODE
  #--------------------------------------------------------------------------
  # * Calculate Critical Rate of Skill/Item
  #--------------------------------------------------------------------------
  def item_cri(user, item)
    item.damage.critical ? user.luk.to_f / (self.luk+ user.luk).to_f : 0
  end


The code will generate a random number between 0 - 1, and if the number returned by item_cri is greater than that random number, then the item will be a critical.
What I've done is taken the percentage of the item user's luck compared to the defender's luck.
So if the user's luck is double the defender's luck, you have double the chance of getting a critical (compared to the chance of not getting a critical)

Keep in mind the item has to be able to do critical damage, otherwise it's kinda pointless...

Technically you're supposed to use the luk_effect_rate function when using the luck variable, but it didn't seem appropriate for this... I'll let you play around with it happy.gif
ZarroTsu
QUOTE (Night_Runner @ Oct 16 2012, 03:27 AM) *
play around with it ^_^

He won't, because you gave him something that works. And now he doesn't need to learn anything.
userjosh704
QUOTE (Night_Runner @ Oct 16 2012, 12:27 AM) *
CODE
  #--------------------------------------------------------------------------
  # * Calculate Critical Rate of Skill/Item
  #--------------------------------------------------------------------------
  def item_cri(user, item)
    item.damage.critical ? user.luk.to_f / (self.luk+ user.luk).to_f : 0
  end


The code will generate a random number between 0 - 1, and if the number returned by item_cri is greater than that random number, then the item will be a critical.
What I've done is taken the percentage of the item user's luck compared to the defender's luck.
So if the user's luck is double the defender's luck, you have double the chance of getting a critical (compared to the chance of not getting a critical)

Keep in mind the item has to be able to do critical damage, otherwise it's kinda pointless...

Technically you're supposed to use the luk_effect_rate function when using the luck variable, but it didn't seem appropriate for this... I'll let you play around with it happy.gif


Thanks. I'll tinker around.
amerk
QUOTE (ZarroTsu @ Oct 16 2012, 05:58 AM) *
QUOTE (Night_Runner @ Oct 16 2012, 03:27 AM) *
play around with it happy.gif

He won't, because you gave him something that works. And now he doesn't need to learn anything.


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