Yeah, the weapons you can make in RMXP have attack power. Thing is, it causes some... problems...
You see, in my game, you start out with stats that are, at most, in the fifties. So, your first weapon is a weak sword with an attack power of 12. The first boss has defence that is too high FOR THE WEAPON!
Could I have a script that will make it so that the weapons attack power is not so important? As in, it makes it so your char does base damage based on their strength, and the attack power of a weapon will add damage equal to the strength of the char (weapons and armour included) multiplied by the attack power (turned into a percentage)?
Something like this, for example: (Some sort of formula involving strength and defence to calculate base power of attack) + (strength x (attack power / 100)),
So, an example, lets say the base power (damage without a weapon, if you will) is 12.
12 + (23 x (7 / 100) = 12 + (23 x 0.07) = 12 + 1.61 = 13.61 = 14 (rounded up)?
And yes, I looked MANUALLY to ensure there was no such thing already