athosfranco

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Hi.

Im requesting a plugin that makes some enemies invulnerable to certain type of weapons. For example: Goblins have resistance against Swords so weapons with the 'Sword' weapon type wont cause any damage to them.

Thanks!
 

ATT_Turan

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You don't need a plugin to do this. Define each weapon type as an element, and make all weapons of that type use that element for their damage. Then you simply apply traits with elemental resistance modifiers to enemies.
 

athosfranco

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I thought about that. But i want different weapon types to have different elements too. For example, i want to have Swords, and Swords that cause fire damage, others that cause poison damage, etc. I really need it to be two separate things.
 

ATT_Turan

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You can apply two Attack Element traits to a weapon. It can do both Sword and Fire damage.
 

athosfranco

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Yes, but what happens if the enemy has 100% resistance against fire but 0% resistance against sword? How will the engine calculate the damage output? Because what i want to do is, if he's invulnerable to 'sword' type weapons, he wont get any damage even if he's weaker against fire and the sword causes fire element damage.
 

ATT_Turan

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Yes, but what happens if the enemy has 100% resistance against fire but 0% resistance against sword? How will the engine calculate the damage output?
Just as a tip, so you don't end up getting confused when you're making your skills and such, elements work the opposite way from what you just typed. They don't have resistances - they have a damage rate. So the default for everything is 100% (you take 100% damage). To take less damage, you decrease the rate to 90%, whatever. Increasing it represents more damage from a vulnerability.

As far as that scenario, the default behavior is the engine applies the elemental rate that will do the most damage (so if they have 0% fire rate and 100% sword, they'll take the full damage as sword. 0% fire and 80% sword, they take 80% of the damage as sword).

If you want something more intricate, you could use Yanfly's Element Core, which allows in-depth control over the calculations related to elemental and multi-element damage calculations.
 

athosfranco

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Thank you, that was helpful.
 

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