Drawbacks of Weapon as Element

lokirafael

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So, I had a idea for my game, but before apply it I wanna discuss and analyze the drawbacks of that idea, that way I don't waste a hella of time removing everything because I've found later on it's game breaking.


My idea is basically use Weapons as Elements instead of just the plain basic Physical element. That way I can control damage output of each weapon and basically do a Weapon Proficiency System.


The pros I see on that:

  • Complete control over damage.
  • Enemies can be resistent in a specific way.
  • Can use Yep_WeaponUnleash to give specific element, makinf element mixing more easy. (Sword + Fire).
  • Work as a proficiency system since you have control over dmg output of each category of weapon.



My only concern is: What is the draw back of not having basic attack as "normal attack" (Special Element) because I have no clue what's the advantage of that.


Thanks.
 

Kes

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I'm not sure that I have correctly understood what you are saying, so if this is irrelevant, please excuse.


The basic Attack skill (skill #1 in the database) is used by the engine - it is never a good idea to change either that or skill #2 Guard, as it can throw all sorts of problems.


You would have to find a way (script or plugin, probably) to allocate your main Attack skill to another skill number in the database.  For Ace, there is Vlue's Set Guard/Attack script.  For MV, I don't know what there is.


Please note  - this forum is for general discussion in such a way that the subject matter can apply to several games, it is not for looking only at a specific game.  If you only want people to discuss this idea as it relates only to your particular game, then I will need to merge this thread into 'Features Feedback.'
 

lokirafael

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The basic Attack skill (skill #1 in the database) is used by the engine - it is never a good idea to change either that or skill #2 Guard, as it can throw all sorts of problems.


You would have to find a way (script or plugin, probably) to allocate your main Attack skill to another skill number in the database.  For Ace, there is Vlue's Set Guard/Attack script.  For MV, I don't know what there is.


As I said Yanfly WeaponUnleash (MV) can give a different skill to a weapon (pretty much like Vlue's script). That would rend the Attack Skill (ID01) almost useless, being used only by monster.


That way EACH category of weapon will have its own skill and element. Like:


Swords  ---- Skill ID 10 --- Element Sword in DB


Dagger  ---- Skill ID 11 --- Element Dagger in DB


Mace      --- Skill ID 12 --- Element Mace in DB


etc


Stead of all weapons use Element Phy, they each use a specific element (name of the weapon).

Please note  - this forum is for general discussion in such a way that the subject matter can apply to several games, it is not for looking only at a specific game.  If you only want people to discuss this idea as it relates only to your particular game, then I will need to merge this thread into 'Features Feedback.'


Sorry, I'm not sure either were it should go since Features Feedback looks like I want opinion on a system and right now I just have a idea of something that I don't know if its viable. If It's in the wrong plance can please move to right location.
 

kaukusaki

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It's feasible. Like in the old tsr games where weapons had different types (pierce, slash, crush). The way you have it setup should work. I can't foresee anything game breaking.
 

Kino

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It should work out well,  and introduces a level of complexity with party member damage. 
 

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