Creating an Elemental Resistance State

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Darkstrife

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Hello all, :smile:

I'm trying to prototype a sort of stance based mechanic in which the player has the ability switch up switch their stance on their turn to adjust their guard against High, Low, and Mid attacks forcing the player to pay close attention to their enemy and switch up their defense's regularly depending on telegraphs the enemy provides via animations and/or text prompts.

I'm using Yanfly's Elemental Core, and understand how to apply multiple elements to an attack, and I feel that the best way to execute this is to create elements of High Strike, Low Strike, and Mid Strike that act as a type of damage boost to a given attack.

What I would like to do is something similar with a skill that they do with ARMORS when adding a Elemental Rate Trait but instead apply this Elemental RATE to a STATE to a battler when using a given SKILL so that while in that state they would offer significant resistance to damage from one of the 3 Strike Elements I created.

I feel that this can be done with Yanfly's Elemental Core plugin but I'm struggling with figuring out exactly how to do so. Anybody know of a plugin or found a solution to this problem before, as the googles have not been much help for me on this one :frown:
 
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Kes

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Before moving this to Plugin Support, it's worth checking why creating a straightforward skill which applies a state to the user isn't appropriate here. That's the way I would do it, without using a plugin or script, as everything you have mentioned is available by default.
 

Darkstrife

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Hi Kes, Thanks for the response

From what you were saying it sounded like I was missing something obvious so I did look around a bit more.

Looking through the forums I found this post.
http://www.rpgmakercentral.com/topic/36290-damage-formulas-101-mv-edition/

When reading through it I did notice there was an b.elementRate which makes me think that the solution to my problem can be solved through a formula. Am I on going down the right track thinking that? If I am I think I can start making progress from there.
 

Kes

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There are a couple of ways of doing this.

One would be to create a state which changes the element rate of Fire from 100% to, say, 75%. Determine how long that will last (3 turns, 5 turns, whatever). Make sure you check the box 'Remove at the end of battle'.
Create a skill, with scope 'User' which applies this state at 100%
Your actor will now take reduced damage from fire attacks. This, imo, is the most straightforward way of doing it, but it takes up the actor's turn and they do nothing else. You might want that for balancing/strategic purposes.

However, suppose you want your actor to attack and at the same time apply this state. That is where the damage formula comes in.
a is the user, b is the target (in this case, the enemy), so you don't want to be messing with b.elementRate. It is the element rate of the actor (a) which needs to change.
I use Ace, so I hope I have the syntax correct. I will give the Ace version first so that if anyone reading this has both RGSS and JavaScript, they can spot any error on my part. For the sake of the example, we will assume that the fire resist state ID is 56, and that the damage done is the default formula

In Ace it would be
a.add_state(56); a.atk * 4 - b.def * 2

In MV it would be (I hope)
a.addState(56); a.atk * 4 - b.def * 2
 

Darkstrife

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PROBLEM SOLVED! :thumbsup-left:
Aww, Man, I must be completely blind or crazy because I SWEAR! I didn't see the Rate tab option in the States Traits section when I was trying to prototype this earlier. :oops: but now when I look at it shows up clearly, Well I feel silly for having asked the question now. But, hey I learned a ton about using formulas now which which gives me some cool ideas to test someabilities in the future.

My thought are to utilize Yanfly's Instant Cast feature for the Stances, to allow the player to switch on the fly and still take an action. and balancing it the idea of having stance changing fueled by TP. I have the idea of implementing the players current TP into all of the damage of all the attack damage as well as targets defense kind of like an Endurance systems so the player can change their stances every turn BUT at the cost of their overall combat effectiveness over time

Well I feel silly for having asked the question now but thank you for helping me out. I look forward to when I got this program figured out and can return the favor to another newbie down the line :smile:
 

Kes

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If you've learned something helpful, then it was a useful question to ask.
Can this be closed now?
 
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