Mega Man Volnutt

Mega Man Volnutt
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I'd like to see a plugin or find a plugin that allows actor types so I can do stuff like extra damage VS anything such as a sword having extra damage against robots or goblins.
 

shockra

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People often use Yanfly's Auto Passive States for this sort of thing. Make a state that indicates robot or whatever, then passively add it to the appropriate enemies or actors. From there, add another passive state to the sword that has a notetag like this:

<Custom Confirm Effect>
if (target.isStateAffected(RobotStateId) && this.isPhysical() && this.isHpEffect() && value > 0) {
value = Math.floor(value * 1.25);
}
</Custom Confirm Effect>

Replace RobotStateId with the ID number of the passive robot state. The above code assumes you also have Yanfly's Buffs & States Core.

http://yanfly.moe/2015/10/17/yep-13-auto-passive-states/

http://yanfly.moe/2015/12/25/yep-50-buffs-states-core/
 

Animebryan

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You don't need a plugin for this. This can be done through elements. For example, say someone wanted to create a sword called "Dragon Slayer", which does double damage against dragons. You would make an element called 'Anti-Dragon' & give this sword that attack element. Then for every 'Dragon' type enemy in the game, set their element rate for 'Anti-Dragon' to 200%. So just make a 'Anti-???' & give the appropriate weapons/skills this element & give all enemies their respective weaknesses accordingly.
 

Mega Man Volnutt

Mega Man Volnutt
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You don't need a plugin for this. This can be done through elements. For example, say someone wanted to create a sword called "Dragon Slayer", which does double damage against dragons. You would make an element called 'Anti-Dragon' & give this sword that attack element. Then for every 'Dragon' type enemy in the game, set their element rate for 'Anti-Dragon' to 200%. So just make a 'Anti-???' & give the appropriate weapons/skills this element & give all enemies their respective weaknesses accordingly.

(weapon tab)
upload_2019-4-18_20-13-39.png
(enemy tab)
upload_2019-4-18_20-14-28.png


Something like this? Because I don't notice much of a damage difference
 

Ahuramazda

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That setup for the weapon and enemy traits are right for this.

Try testing it with something with 0 damage variance, if you hit them without the element for 10, when you hit the weakness it should do 20.

If you are attacking with a skill that has variance, say 20%, that damage for normal hits would be 8-12, and with the element it would be 16-24.

Testing with larger numbers (I prefer using 100 or 1000 as a base) is a sure fire way to really see if its working or not and should be pretty obvious when it does. :D
 

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