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Greetings.

I haven't tested this plugin with baseparamcontrol, but I don't think that's the issue here, or not exactly, anyway.

What is the actual damage formula of the skill being used? This plugin automatically replaces a.atk (or user.atk) with a special calculation depending on which hand is being used. I suspect that calculation isn't taking the baseparamcontrol into consideration, because like I said, I haven't exactly tested with it. If your damage calculation is something like (a.atk - b.def) -a.mat it could end up returning a weird value that ends up being zero somehow, and results in only your mat being used.

Hi, thank you for the fast reply!

The exact formula of the skill being used as a normal attack (in the skill screen) is just ( a.atk - b.def).

I don't know if this is helpful but the formula in the parameters of baseparamcontrol is read as (base + plus + user.mat) * paramRate * buffRate + flat). On my class screen in the database menu I have the standard atk of each class set to 1 for every level with a -1 modifier notetag from the Yanfly plugin so that in theory the attack stat is determined entirely by the Mat + weapon modifier + any skills/buffs.

Are you thinking that your plugin is only factoring in the actual atk stat (in this case 0 + the weapon atk bonus) and completely ignoring the formula in the baseparamcontrol plugin?

Thanks again

That sounds like a pretty good idea of what the problem is, yeah.


Are you also using the menu extension plugin? The equip scene will show the calculated atk values for each hand if you are, which would help show off the problem without actually having to hit something to test.

I'll look into the compatibility with the baseparam plugin, I expect it's a simple fix, I just need to add a check to see if the plugin is installed and then look at that atk value instead of the default actor one.

Hi again Ramza, I installed the menu plugin as you suggested and it confirmed that the attack formula is not being properly factored into the totals.  

I also tried recreating my setup in your demo file and it seems to run into the same problem. Only the base attack stat and weapon strength are being factored in and not the value from the baseparam formula and the offhand duelwielding damage modifiers are not having any effect. The only plugin I added to the demo was baseparamcontrol underneath the coreengine plugin and I was using the same formula of adding the Mat stat into the atk.

As an aside, your menu plugin looks great and has some functionality I was actually looking for earlier in other plugins so thanks for suggesting I try it!

Quick amendment. As a test I raised the base attack of the character above 1. The damage modifier parameters are working, but only on the base attack and not on the bonus from the weapon itself (ie with an offhand penalty of %50 my base attack of 4 becomes 2 while the +5 from the sword stays as a +5).

(2 edits)

Greetings.

As I expected, my formula for calculating main and offhand attack values were ignoring any formulas you'd set in BaseParamControl, instead using the default formula (base + plus)  * paramRate * buffRate + flat. I corrected this issue by using the real base value in my plugin, and then removing the attack values of the opposite weapon, rather than calculate an entirely new value based on the default formula.

I am not 100% sure that this will completely work in your specific case, though, as the mat of equipped weapons doesn't play into the mainhand/offhand calculation, so it may end up giving the mat bonus from both weapons on both the main and offhand hit. I did use your example formula, though I didn't reduce atk to 0, and it did appear to split correctly though, so let me know how that goes.

You can download the updated version of the plugin from the main store page, or from this devlog.

-Ramza

Hey Ramza, the fix worked perfectly. Thank you for your help!