Looking into making enemies resistant/immune to a status effect after it's applied.
Haven't found any plugin's of the sort so I imagine it's able to be done in engine.
Kind of like Etrian Odyssey.
Any help in the right direction is appreciated.
In the default RMVXA and RMMV(I don't know if it's the same for the others as well), the state resistance's in the form of decreasing the chance to inflict a state, but without any other change if the state's still inflicted.
I personally feel that it can be excessively and unnecessarily random...
Would anyone be able to help me with a script that would allow element rates given by a state be tied to a variable?
For example, perhaps there'd be the notetag <ElementRateVariable Fire 20>, that would make the afflicted actor's Element Rate for the Fire element equal to...
So in my game you are able to decide one elemental weakness and one element you are resistant against for your character.
What would I have to do to give your character these elemental weaknesses and strengths mid-game?
I'm using Yanfly Battle Engine, which does pop-ups for strong or weak hits. However, pop-ups are not feasible for my project. I would like to take those messages and push them to the Battle Log instead, but I can't for the life of me figure out how. I can't figure out how Yanfly...
In RPG Maker VX Ace I remember how a popup will happen saying "WEAKNESS" or something along those lines telling you that "ooh hey, this element works on this dude." but for some reason, I'm not getting that on MV. Help?
Is it possible to have a state's resistance calculated by a formula?
In my game, the MAT state doubles as an INT stat, higher MAT = Higher intelligence.
As such, I want characters with higher MAT to have a better chance of resisting confusion than characters with a lower MAT stat...
This topic is about damage multipliers and reductions, specifically from the enemy's attributions.
The question is : Should the damage bonus or reduction from the enemy's weakness/resistance always be the same with every enemy or should it vary?
Before I use my example, I will be...
Hi. This is my first time on the forum and I am working on my first game, but I recently hit a snag. Basically I want to have fly monsters that cannot be hit by short ranged weapons. And to make things more complicated (but more fun in my opinion) I want to implement a "grounded" status that...
While the Enemy Book is very nice and useful, it is missing what I consider very important information about Enemies: What weakness and resistances they have to elements and buffs.
It seems like this should be an easy addition, but I am not the one to try and add it in.
Hello. So I recently began tinkering around with RMVXAce, and I ran into the question of whether or not it was possible to break through elemental resistances in some ways? What I'm attempting to do is to make my primary physical juggernaut capable of breaching a monsters natural defenses...
Unironically, no joke, after consideration and self-reflection, I have decided that the best thing for my creative/workflow/commitment problems is to spend EVEN MOAR hours a day playing videogames than I normally do. (Micro-thread)