Consolidation of attack elements

RLFHOG3

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So as i have it in my game, there are 8 different elements and then the "physical" element for basic attacks and what not as well as a physical version of each element and a ranged physical version of each element resulting in 26 different attack types.


for example


Fire, physical fire, ranged physical fire


water, physical water, ranged physical water


ect.


Now, as you might imagine, that's a bit much to work with.


so was wondering does rpg maker MV automatically assign melee and ranged values to physical attacks based on the weapon used to attack or am i stuck using this system?


Reason i'm asking this is because i'm planning on having a few annoying foes that are "out of reach" of standard melee physical attacks so that the player will have to rely on ranged and magic attacks to win the day.
 

Tsukihime

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If you're going to go with elements to implement ranged/melee resistance, it would be easier to have separate elements.


Sure, you could have a plugin automatically assign "ranged fire" to a ranged weapon, but that doesn't mean your flying enemy is going to automatically receive "Melee fire" resistance.
 

RLFHOG3

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If you're going to go with elements to implement ranged/melee resistance, it would be easier to have separate elements.


Sure, you could have a plugin automatically assign "ranged fire" to a ranged weapon, but that doesn't mean your flying enemy is going to automatically receive "Melee fire" resistance.


So basically the rout I'm going of having a different element for each kind of attack is the best way?


that's kind of a bummer but at least i'm prepared for it. :p


If there's another way than elements i'd certainly like to explore that option, but as it stands, i know nothing of javascript and this was the only way i could think of.


Edit: just realized that you yourself are HimeWorks. That's kind of an honor to get a response from you. (especially cause i'm using some of your plugins for the game i'm working on.  OTZ  <--- that's a guy on his hands and knees bowing)
 
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Tsukihime

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So basically the rout I'm going of having a different element for each kind of attack is the best way?


that's kind of a bummer but at least i'm prepared for it. :p


If there's another way than elements i'd certainly like to explore that option, but as it stands, i know nothing of javascript and this was the only way i could think of.


Edit: just realized that you yourself are HimeWorks. That's kind of an honor to get a response from you. (especially cause i'm using some of your plugins for the game i'm working on.  OTZ  <--- that's a guy on his hands and knees bowing)


Well, your solution is trying to find a way to make certain enemies immune to certain weapons, or perhaps even skills.


A more preferable solution would be to find a plugin that allows you to literally tag weapons as "melee/ranged", tag skills/items with whether they can target melee/ranged/both, and then tag actors/enemies with whether they are immune to certain types of attacks.
 

RLFHOG3

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Well, your solution is trying to find a way to make certain enemies immune to certain weapons, or perhaps even skills.


A more preferable solution would be to find a plugin that allows you to literally tag weapons as "melee/ranged", tag skills/items with whether they can target melee/ranged/both, and then tag actors/enemies with whether they are immune to certain types of attacks.


Ok. that seems like a heck of a lot easier that what I'm trying to do. Time to go hunting for the right plugin!
 

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