ShinNessTen

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I tried looking for a script that allowed me to create states that would affect the damage output of a skill for certain elements and to my shock I did find one but I couldn't use it, because it required me to have the Battle Engine Melody script installed for it to work, which I really wouldn't want for my Project.
Here's the script in question: Now I dunno if you can rewrite this to make it happen that you wouldn't need Battle Engine Melody but... I assume you can, based on how small the script is but that's just me speculating lol
 

ShinNessTen

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bumping this
 

Yokiko

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I'm no scripter so I can't rewrite something. I am, however, a hoarder of VX scripts since rpgmakervx.net went down, so maybe I can still help you.
Yanfly actually made a script that seems to cover your needs. Ironically, I don't think Yanflys script requires any of Yanflys battle modules.

Code:
#==============================================================================
#
# Yanfly 6 - Elemental Amplifiers
# --- Last Date Updated: 2011.10.26
# --- Level: Normal
# Requires: n/a
#
#==============================================================================

$imported = {} if $imported == nil
$imported["Y6-ElementAmplify"] = true

#==============================================================================
# Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# o 2011.10.26 - Bugfix'd ignoring amp modifiers didn't work on consumables.
# o 2011.10.24 - Started Script and Finished.
#
#==============================================================================
# Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Weapons, armours, status effects, and enemies can now have elemental
# amplifiers, which strengthens the elemental damage dealt. The multiplier is
# applied after elemental weaknesses/strengths are calculated, so the damage
# becomes multiplicatively stronger (or weaker if you decide to use the effects
# to weaken damage).
#
# Additionally, there are amplification modifiers that can be applied to
# healing and nonelemental damage. There are also tags which can have items
# and skills ignore elemental amplifiers.
#
#==============================================================================
# Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ¥ Materials but above ¥ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Skill and Item Tags - Insert the following tags into Skill or Item noteboxes.
# -----------------------------------------------------------------------------
# <ignore amplifiers>
# This will cause the skill/item to ignore amplifier modifications when it
# is calculating damage.
#
# -----------------------------------------------------------------------------
# Equipment Tags - Insert the following tags into Weapon or Armour noteboxes.
# -----------------------------------------------------------------------------
# <amplify element x: +y%>
# This will increase damage dealt when element x is involved by y%.
#
# <amplify heal: +x%>
# This will increase healing done by x%.
#
# <amplify nonelement: +x%>
# This will increase non-elemental damage dealt by y%.
#
# -----------------------------------------------------------------------------
# State Tags - Insert the following tags into State noteboxes.
# -----------------------------------------------------------------------------
# <amplify element x: +y%>
# This will increase damage dealt when element x is involved by y%.
#
# <amplify heal: +x%>
# This will increase healing done by x%.
#
# <amplify nonelement: +x%>
# This will increase non-elemental damage dealt by y%.
#
# -----------------------------------------------------------------------------
# Enemy Tags - Insert the following tags into Enemy noteboxes.
# -----------------------------------------------------------------------------
# <amplify element x: +y%>
# This will increase damage dealt when element x is involved by y%.
#
# <amplify heal: +x%>
# This will increase healing done by x%.
#
# <amplify nonelement: +x%>
# This will increase non-elemental damage dealt by y%.
#
#==============================================================================
# Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Note: This script may not work with former Yanfly Engine scripts.
#       Use Yanfly Engine 6 scripts to work with this if available.
#==============================================================================

module Y6
  module ELEMENT
    
    #--------------------------------------------------------------------------
    # - Amplification Settings -
    #--------------------------------------------------------------------------
    # This section adjusts the multipliers that revolve around amplifying
    # elemental damage. By default, with no amplifiers, the modifier is 100.
    # Every 1% increase from an amplifier will increase the multiplier by +1
    # and every -1% decrease from an amplifier will decrease it by -1. This
    # effect is capped as a whole (for all the elements applied).
    #--------------------------------------------------------------------------
    MAXIMUM_AMPLIFY = 200  # Maximum multiplier of 200%.
    MINIMUM_AMPLIFY = 10   # Minimum multiplier of 10%.
    
  end # ELEMENT
end # Y6

#==============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis
# so edit at your own risk.
#==============================================================================

module Y6
  module REGEXP
  module BASEITEM
    
    ELE_AMP =
    /<(?:AMPLIFY_ELEMENT|amplify element|amp)[ ](\d+):[ ]*([\+\-]\d+)([%“])>/i
    HEAL_AMP =
    /<(?:AMPLIFY_HEAL|amplify heal|amp heal):[ ]*([\+\-]\d+)([%“])>/i
    NON_AMP =
    /<(?:AMPLIFY_NONELEMENT|amplify nonelement|amp non):[ ]*([\+\-]\d+)([%“])>/i
    IGNORE_AMP = /<(?:IGNORE_AMPLIFIERS|ignore amplifiers|ignore amp)>/i
    
  end # BASEITEM
  module STATE
    
    ELE_AMP =
    /<(?:AMPLIFY_ELEMENT|amplify element|amp)[ ](\d+):[ ]*([\+\-]\d+)([%“])>/i
    HEAL_AMP =
    /<(?:AMPLIFY_HEAL|amplify heal|amp heal):[ ]*([\+\-]\d+)([%“])>/i
    NON_AMP =
    /<(?:AMPLIFY_NONELEMENT|amplify nonelement|amp non):[ ]*([\+\-]\d+)([%“])>/i
    
  end # STATE
  module ENEMY
    
    ELE_AMP =
    /<(?:AMPLIFY_ELEMENT|amplify element|amp)[ ](\d+):[ ]*([\+\-]\d+)([%“])>/i
    HEAL_AMP =
    /<(?:AMPLIFY_HEAL|amplify heal|amp heal):[ ]*([\+\-]\d+)([%“])>/i
    NON_AMP =
    /<(?:AMPLIFY_NONELEMENT|amplify nonelement|amp non):[ ]*([\+\-]\d+)([%“])>/i
    
  end # ENEMY
  end # REGEXP
end # Y6

#==============================================================================
# ** RPG::BaseItem
#==============================================================================

class RPG::BaseItem
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :element_amplify
  attr_accessor :heal_amplify
  attr_accessor :ignore_amplify
 
  #--------------------------------------------------------------------------
  # common cache: y6_cache_baseitem_ea
  #--------------------------------------------------------------------------
  def y6_cache_baseitem_ea
    return if @cached_baseitem_ea
    @cached_baseitem_ea = true
    #---
    @element_amplify = {}
    @heal_amplify = 0
    @non_amplify = 0
    @ignore_amplify = false
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when Y6::REGEXP::BASEITEM::ELE_AMP
        @element_amplify[$1.to_i] = $2.to_i
      when Y6::REGEXP::BASEITEM::HEAL_AMP
        @heal_amplify = $1.to_i
      when Y6::REGEXP::BASEITEM::NON_AMP
        @element_amplify[0] = $2.to_i
      when Y6::REGEXP::BASEITEM::IGNORE_AMP
        @ignore_amplify = true
      #---
      end
    } # self.note.split
  end # y6_cache_baseitem_ea
 
end # RPG::BaseItem

#==============================================================================
# ** RPG::State
#==============================================================================

class RPG::State
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :element_amplify
  attr_accessor :heal_amplify
 
  #--------------------------------------------------------------------------
  # common cache: y6_cache_state_ea
  #--------------------------------------------------------------------------
  def y6_cache_state_ea
    return if @cached_state_ea
    @cached_state_ea = true
    #---
    @element_amplify = {}
    @heal_amplify = 0
    @non_amplify = 0
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when Y6::REGEXP::STATE::ELE_AMP
        @element_amplify[$1.to_i] = $2.to_i
      when Y6::REGEXP::STATE::HEAL_AMP
        @heal_amplify = $1.to_i
      when Y6::REGEXP::STATE::NON_AMP
        @element_amplify[0] = $2.to_i
      #---
      end
    } # self.note.split
  end # y6_cache_state_ea
 
end # RPG::State

#==============================================================================
# ** RPG::Enemy
#==============================================================================

class RPG::Enemy
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :element_amplify
  attr_accessor :heal_amplify
 
  #--------------------------------------------------------------------------
  # common cache: y6_cache_enemy_ea
  #--------------------------------------------------------------------------
  def y6_cache_enemy_ea
    return if @cached_enemy_ea
    @cached_enemy_ea = true
    #---
    @element_amplify = {}
    @heal_amplify = 0
    @non_amplify = 0
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when Y6::REGEXP::ENEMY::ELE_AMP
        @element_amplify[$1.to_i] = $2.to_i
      when Y6::REGEXP::ENEMY::HEAL_AMP
        @heal_amplify = $1.to_i
      when Y6::REGEXP::ENEMY::NON_AMP
        @element_amplify[0] = $2.to_i
      #---
      end
    } # self.note.split
  end # y6_cache_enemy_ea
 
end # RPG::State


#==============================================================================
# ** Scene_Title
#==============================================================================

class Scene_Title < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias method: load_bt_database
  #--------------------------------------------------------------------------
  alias load_bt_database_ea load_bt_database unless $@
  def load_bt_database
    load_bt_database_ea
    load_ea_cache
  end
 
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  alias load_database_ea load_database unless $@
  def load_database
    load_database_ea
    load_ea_cache
  end
 
  #--------------------------------------------------------------------------
  # new method: load_ea_cache
  #--------------------------------------------------------------------------
  def load_ea_cache
    groups = [$data_items, $data_skills, $data_weapons, $data_armors,
    $data_states, $data_enemies]
    for group in groups
      for obj in group
        next if obj == nil
        obj.y6_cache_baseitem_ea if obj.is_a?(RPG::BaseItem)
        obj.y6_cache_state_ea if obj.is_a?(RPG::State)
        obj.y6_cache_enemy_ea if obj.is_a?(RPG::Enemy)
      end
    end
  end
 
end # Scene_Title

#==============================================================================
# ** Game_Battler
#==============================================================================

class Game_Battler
 
  #--------------------------------------------------------------------------
  # alias method: make_attack_damage_value
  #--------------------------------------------------------------------------
  alias make_attack_damage_value_ea make_attack_damage_value unless $@
  def make_attack_damage_value(attacker)
    make_attack_damage_value_ea(attacker)
    apply_elemental_amplification(attacker, attacker)
  end
 
  #--------------------------------------------------------------------------
  # alias method: make_obj_damage_value
  #--------------------------------------------------------------------------
  alias make_obj_damage_value_ea make_obj_damage_value unless $@
  def make_obj_damage_value(user, obj)
    make_obj_damage_value_ea(user, obj)
    apply_elemental_amplification(user, obj) unless obj.ignore_amplify
  end
 
  #--------------------------------------------------------------------------
  # new method: apply_elemental_amplification
  #--------------------------------------------------------------------------
  def apply_elemental_amplification(user, obj)
    n = 100
    maximum = Y6::ELEMENT::MAXIMUM_AMPLIFY
    minimum = Y6::ELEMENT::MINIMUM_AMPLIFY
    element_set = obj.element_set
    for element_id in element_set
      n += user.elemental_amplifier(element_id)
    end
    if !obj.is_a?(Game_Battler) and obj.base_damage > 0 and element_set == []
      n += user.elemental_amplifier(0)
    end
    n += user.heal_amplifier if !obj.is_a?(Game_Battler) and obj.base_damage < 0
    n = [[n, maximum].min, minimum].max
    @hp_damage = @hp_damage * n / 100
    @mp_damage = @mp_damage * n / 100
  end
 
  #--------------------------------------------------------------------------
  # new method: elemental_amplifier
  #--------------------------------------------------------------------------
  def elemental_amplifier(element_id)
    n = 0
    #---
    for state in states
      next if state.nil?
      next if state.element_amplify[element_id].nil?
      n += state.element_amplify[element_id]
    end
    if actor?
      for equip in equips
        next if equip.nil?
        next if equip.element_amplify[element_id].nil?
        n += equip.element_amplify[element_id]
      end
    else
      unless enemy.element_amplify[element_id].nil?
        n += enemy.element_amplify[element_id]
      end
    end
    #---
    return n
  end
 
  #--------------------------------------------------------------------------
  # new method: heal_amplifier
  #--------------------------------------------------------------------------
  def heal_amplifier
    n = 0
    #---
    for state in states
      next if state.nil?
      n += state.heal_amplify
    end
    if actor?
      for equip in equips
        next if equip.nil?
        n += equip.heal_amplify
      end
    else
      n += enemy.heal_amplify
    end
    #---
    return n
  end
 
end # Game_Battler

#===============================================================================
#
# END OF FILE
#
#===============================================================================


I hope this works for you!
 

ShinNessTen

Valedictorian of Wonderland
Veteran
Joined
May 25, 2015
Messages
88
Reaction score
154
First Language
German
Primarily Uses
RMVX
I'm no scripter so I can't rewrite something. I am, however, a hoarder of VX scripts since rpgmakervx.net went down, so maybe I can still help you.
Yanfly actually made a script that seems to cover your needs. Ironically, I don't think Yanflys script requires any of Yanflys battle modules.

Code:
#==============================================================================
#
# Yanfly 6 - Elemental Amplifiers
# --- Last Date Updated: 2011.10.26
# --- Level: Normal
# Requires: n/a
#
#==============================================================================

$imported = {} if $imported == nil
$imported["Y6-ElementAmplify"] = true

#==============================================================================
# Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# o 2011.10.26 - Bugfix'd ignoring amp modifiers didn't work on consumables.
# o 2011.10.24 - Started Script and Finished.
#
#==============================================================================
# Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Weapons, armours, status effects, and enemies can now have elemental
# amplifiers, which strengthens the elemental damage dealt. The multiplier is
# applied after elemental weaknesses/strengths are calculated, so the damage
# becomes multiplicatively stronger (or weaker if you decide to use the effects
# to weaken damage).
#
# Additionally, there are amplification modifiers that can be applied to
# healing and nonelemental damage. There are also tags which can have items
# and skills ignore elemental amplifiers.
#
#==============================================================================
# Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ¥ Materials but above ¥ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Skill and Item Tags - Insert the following tags into Skill or Item noteboxes.
# -----------------------------------------------------------------------------
# <ignore amplifiers>
# This will cause the skill/item to ignore amplifier modifications when it
# is calculating damage.
#
# -----------------------------------------------------------------------------
# Equipment Tags - Insert the following tags into Weapon or Armour noteboxes.
# -----------------------------------------------------------------------------
# <amplify element x: +y%>
# This will increase damage dealt when element x is involved by y%.
#
# <amplify heal: +x%>
# This will increase healing done by x%.
#
# <amplify nonelement: +x%>
# This will increase non-elemental damage dealt by y%.
#
# -----------------------------------------------------------------------------
# State Tags - Insert the following tags into State noteboxes.
# -----------------------------------------------------------------------------
# <amplify element x: +y%>
# This will increase damage dealt when element x is involved by y%.
#
# <amplify heal: +x%>
# This will increase healing done by x%.
#
# <amplify nonelement: +x%>
# This will increase non-elemental damage dealt by y%.
#
# -----------------------------------------------------------------------------
# Enemy Tags - Insert the following tags into Enemy noteboxes.
# -----------------------------------------------------------------------------
# <amplify element x: +y%>
# This will increase damage dealt when element x is involved by y%.
#
# <amplify heal: +x%>
# This will increase healing done by x%.
#
# <amplify nonelement: +x%>
# This will increase non-elemental damage dealt by y%.
#
#==============================================================================
# Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Note: This script may not work with former Yanfly Engine scripts.
#       Use Yanfly Engine 6 scripts to work with this if available.
#==============================================================================

module Y6
  module ELEMENT
   
    #--------------------------------------------------------------------------
    # - Amplification Settings -
    #--------------------------------------------------------------------------
    # This section adjusts the multipliers that revolve around amplifying
    # elemental damage. By default, with no amplifiers, the modifier is 100.
    # Every 1% increase from an amplifier will increase the multiplier by +1
    # and every -1% decrease from an amplifier will decrease it by -1. This
    # effect is capped as a whole (for all the elements applied).
    #--------------------------------------------------------------------------
    MAXIMUM_AMPLIFY = 200  # Maximum multiplier of 200%.
    MINIMUM_AMPLIFY = 10   # Minimum multiplier of 10%.
   
  end # ELEMENT
end # Y6

#==============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis
# so edit at your own risk.
#==============================================================================

module Y6
  module REGEXP
  module BASEITEM
   
    ELE_AMP =
    /<(?:AMPLIFY_ELEMENT|amplify element|amp)[ ](\d+):[ ]*([\+\-]\d+)([%“])>/i
    HEAL_AMP =
    /<(?:AMPLIFY_HEAL|amplify heal|amp heal):[ ]*([\+\-]\d+)([%“])>/i
    NON_AMP =
    /<(?:AMPLIFY_NONELEMENT|amplify nonelement|amp non):[ ]*([\+\-]\d+)([%“])>/i
    IGNORE_AMP = /<(?:IGNORE_AMPLIFIERS|ignore amplifiers|ignore amp)>/i
   
  end # BASEITEM
  module STATE
   
    ELE_AMP =
    /<(?:AMPLIFY_ELEMENT|amplify element|amp)[ ](\d+):[ ]*([\+\-]\d+)([%“])>/i
    HEAL_AMP =
    /<(?:AMPLIFY_HEAL|amplify heal|amp heal):[ ]*([\+\-]\d+)([%“])>/i
    NON_AMP =
    /<(?:AMPLIFY_NONELEMENT|amplify nonelement|amp non):[ ]*([\+\-]\d+)([%“])>/i
   
  end # STATE
  module ENEMY
   
    ELE_AMP =
    /<(?:AMPLIFY_ELEMENT|amplify element|amp)[ ](\d+):[ ]*([\+\-]\d+)([%“])>/i
    HEAL_AMP =
    /<(?:AMPLIFY_HEAL|amplify heal|amp heal):[ ]*([\+\-]\d+)([%“])>/i
    NON_AMP =
    /<(?:AMPLIFY_NONELEMENT|amplify nonelement|amp non):[ ]*([\+\-]\d+)([%“])>/i
   
  end # ENEMY
  end # REGEXP
end # Y6

#==============================================================================
# ** RPG::BaseItem
#==============================================================================

class RPG::BaseItem

  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :element_amplify
  attr_accessor :heal_amplify
  attr_accessor :ignore_amplify

  #--------------------------------------------------------------------------
  # common cache: y6_cache_baseitem_ea
  #--------------------------------------------------------------------------
  def y6_cache_baseitem_ea
    return if @cached_baseitem_ea
    @cached_baseitem_ea = true
    #---
    @element_amplify = {}
    @heal_amplify = 0
    @non_amplify = 0
    @ignore_amplify = false
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when Y6::REGEXP::BASEITEM::ELE_AMP
        @element_amplify[$1.to_i] = $2.to_i
      when Y6::REGEXP::BASEITEM::HEAL_AMP
        @heal_amplify = $1.to_i
      when Y6::REGEXP::BASEITEM::NON_AMP
        @element_amplify[0] = $2.to_i
      when Y6::REGEXP::BASEITEM::IGNORE_AMP
        @ignore_amplify = true
      #---
      end
    } # self.note.split
  end # y6_cache_baseitem_ea

end # RPG::BaseItem

#==============================================================================
# ** RPG::State
#==============================================================================

class RPG::State

  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :element_amplify
  attr_accessor :heal_amplify

  #--------------------------------------------------------------------------
  # common cache: y6_cache_state_ea
  #--------------------------------------------------------------------------
  def y6_cache_state_ea
    return if @cached_state_ea
    @cached_state_ea = true
    #---
    @element_amplify = {}
    @heal_amplify = 0
    @non_amplify = 0
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when Y6::REGEXP::STATE::ELE_AMP
        @element_amplify[$1.to_i] = $2.to_i
      when Y6::REGEXP::STATE::HEAL_AMP
        @heal_amplify = $1.to_i
      when Y6::REGEXP::STATE::NON_AMP
        @element_amplify[0] = $2.to_i
      #---
      end
    } # self.note.split
  end # y6_cache_state_ea

end # RPG::State

#==============================================================================
# ** RPG::Enemy
#==============================================================================

class RPG::Enemy

  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :element_amplify
  attr_accessor :heal_amplify

  #--------------------------------------------------------------------------
  # common cache: y6_cache_enemy_ea
  #--------------------------------------------------------------------------
  def y6_cache_enemy_ea
    return if @cached_enemy_ea
    @cached_enemy_ea = true
    #---
    @element_amplify = {}
    @heal_amplify = 0
    @non_amplify = 0
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when Y6::REGEXP::ENEMY::ELE_AMP
        @element_amplify[$1.to_i] = $2.to_i
      when Y6::REGEXP::ENEMY::HEAL_AMP
        @heal_amplify = $1.to_i
      when Y6::REGEXP::ENEMY::NON_AMP
        @element_amplify[0] = $2.to_i
      #---
      end
    } # self.note.split
  end # y6_cache_enemy_ea

end # RPG::State


#==============================================================================
# ** Scene_Title
#==============================================================================

class Scene_Title < Scene_Base

  #--------------------------------------------------------------------------
  # alias method: load_bt_database
  #--------------------------------------------------------------------------
  alias load_bt_database_ea load_bt_database unless $@
  def load_bt_database
    load_bt_database_ea
    load_ea_cache
  end

  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  alias load_database_ea load_database unless $@
  def load_database
    load_database_ea
    load_ea_cache
  end

  #--------------------------------------------------------------------------
  # new method: load_ea_cache
  #--------------------------------------------------------------------------
  def load_ea_cache
    groups = [$data_items, $data_skills, $data_weapons, $data_armors,
    $data_states, $data_enemies]
    for group in groups
      for obj in group
        next if obj == nil
        obj.y6_cache_baseitem_ea if obj.is_a?(RPG::BaseItem)
        obj.y6_cache_state_ea if obj.is_a?(RPG::State)
        obj.y6_cache_enemy_ea if obj.is_a?(RPG::Enemy)
      end
    end
  end

end # Scene_Title

#==============================================================================
# ** Game_Battler
#==============================================================================

class Game_Battler

  #--------------------------------------------------------------------------
  # alias method: make_attack_damage_value
  #--------------------------------------------------------------------------
  alias make_attack_damage_value_ea make_attack_damage_value unless $@
  def make_attack_damage_value(attacker)
    make_attack_damage_value_ea(attacker)
    apply_elemental_amplification(attacker, attacker)
  end

  #--------------------------------------------------------------------------
  # alias method: make_obj_damage_value
  #--------------------------------------------------------------------------
  alias make_obj_damage_value_ea make_obj_damage_value unless $@
  def make_obj_damage_value(user, obj)
    make_obj_damage_value_ea(user, obj)
    apply_elemental_amplification(user, obj) unless obj.ignore_amplify
  end

  #--------------------------------------------------------------------------
  # new method: apply_elemental_amplification
  #--------------------------------------------------------------------------
  def apply_elemental_amplification(user, obj)
    n = 100
    maximum = Y6::ELEMENT::MAXIMUM_AMPLIFY
    minimum = Y6::ELEMENT::MINIMUM_AMPLIFY
    element_set = obj.element_set
    for element_id in element_set
      n += user.elemental_amplifier(element_id)
    end
    if !obj.is_a?(Game_Battler) and obj.base_damage > 0 and element_set == []
      n += user.elemental_amplifier(0)
    end
    n += user.heal_amplifier if !obj.is_a?(Game_Battler) and obj.base_damage < 0
    n = [[n, maximum].min, minimum].max
    @hp_damage = @hp_damage * n / 100
    @mp_damage = @mp_damage * n / 100
  end

  #--------------------------------------------------------------------------
  # new method: elemental_amplifier
  #--------------------------------------------------------------------------
  def elemental_amplifier(element_id)
    n = 0
    #---
    for state in states
      next if state.nil?
      next if state.element_amplify[element_id].nil?
      n += state.element_amplify[element_id]
    end
    if actor?
      for equip in equips
        next if equip.nil?
        next if equip.element_amplify[element_id].nil?
        n += equip.element_amplify[element_id]
      end
    else
      unless enemy.element_amplify[element_id].nil?
        n += enemy.element_amplify[element_id]
      end
    end
    #---
    return n
  end

  #--------------------------------------------------------------------------
  # new method: heal_amplifier
  #--------------------------------------------------------------------------
  def heal_amplifier
    n = 0
    #---
    for state in states
      next if state.nil?
      n += state.heal_amplify
    end
    if actor?
      for equip in equips
        next if equip.nil?
        n += equip.heal_amplify
      end
    else
      n += enemy.heal_amplify
    end
    #---
    return n
  end

end # Game_Battler

#===============================================================================
#
# END OF FILE
#
#===============================================================================


I hope this works for you!
sorry for the super later response!

This actually did work! Thank you very much!
 

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