If I may suggest a small improvement.. or rather two...
1- As you said, this prevents me from having to create many different attack formulas for different weapons. But the formula can only be used for weapons... what about adding a way to set formulas for enemies too? So I can have an enemy with a different formula that still uses the default attack skill? (a way to set the attack animation too would be nice too, but not really that big a deal)
2- Is there a way for me to use the weapon formula only as a value in a skill instead of using the whole damage? For example, a skill that attacks three times with 75% hit chance, but that deals 3/4ths of the default attack as damage... how would I make it still do it with the weapon formula instead of exchanging the whole old formula for it?
(already bought it, by the way)
Viewing post in MV/MZ Weapon Attack Formulas comments
These are both good suggestions. The first is definitely doable via an update, it shouldn't be too difficult for me to figure out.
The second thing... might sort of be doable right now without an update, but it'd be kind of hacky.
In your damage formula you can get the string which holds the custom formula and eval it as a function. So you could put something in place to check if the user is an actor or not, then check his weapon for a custom formula (if (user.weapons()[0]._customFormula)) and then eval that formula using eval(user.weapons()[0]._customFormula).
A damage formula might look something like this:
var w = (user.isActor() && user.weapons()[0] && user.weapons()[0]._customFormula) ? eval(user.weapons()[0]._customFormula) : (a.atk * 4 - b.def *2); w
Obviously, that's a bit hacky, so I will attempt to come up with a much better way to make it a little easier.
Greetings.
I have updated the plugin to v1.10 and have implemented both of your suggestions. Enemies can now have custom formulas, and I added a new function that you can use to replace a part of a damage formula with the custom weapon formula of the user. Check it out here.
As for swapping out enemy battle animations when they use the default attack, I can't do that as easily, because the damage calculation and the animation happen independently of each other. Specifically, action sequences can call the attack animation before making a damage calculation, so it would show the default animation in that case.
The good news is that YEP_BattleEngineCore already has an enemy note tag to change their default attack animation: <Attack Animation: x>, and since I'm pretty sure you're also using my dual wield plugin, you also already have BattleEngineCore!