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Hello, I'm trying to add an increase to Parry chance to armor based on this comment:

Using the additional parry chance, you could modify parry rate based on any of the following:
  • Equipped armors/weapons, or combinations of each

I'm not exactly sure how to get this to work though. As a previous user mentioned 2 years ago there aren't any Notetags for +Parry for armor, so I assume this was a workaround added later?

That comment was referring to the Additional Parry Chance plugin parameter.

That parameter is just a big notebox which is parsed into the game as a function. The default value in that box is just a flat parry rate increase based on the battler's atk parameter, but you can change it to be just about anything.

The snippet of text there is referring to something you could do with it, knowing that it can access anything on the battler. That effect isn't very easy to implement via the notebox, though because it is checked on every battler (who can parry) every time a parriable attack is used on them. While you could use that notebox to set up a series of checks (if a.isActor() && a.equips()[3] === ... etc), it would be pretty inefficient, especially if you have multiple equips that can do that.

The much easier way to do it is to add parry rate to states, and then put the states on the armor passively using the YEP_AutoPassiveStates plugin. Perhaps using a different state for each equipment slot so you don't run into weird stacking issues.

~Ramza

(+1)

Cool, the Passive States idea works perfectly. Thanks!