help with a weapon with 2 elements

kokuromi

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i want to add 2 elements to a weapon like fire and slash, if the enemy has 50% for fire and slash then the damage done is 0, i can do this for skills and items only with the plugin....


http://yanfly.moe/2016/06/10/yep-107-element-core-rpg-maker-mv/


but it doesnt work with weapons it only does 1 element, why didnt yanfly add the ability to have weapon tags to add more then 1 element? even if i put 2 on a weapon like you can normally, only 1 takes an effect unless its a skill.
 
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ICF-Soft

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You don't need notetags to add elements to a weapon.


There is a trait that gives attack elements. By giving a fire and a slash attack elements to a weapon it should work.


If you want something more advanced where elements, weapon, skill and item types matter you should try ICF-Soft Elements Core and ICF-Soft Main Utility.


I can help you with them.
 

kokuromi

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You don't need notetags to add elements to a weapon.


There is a trait that gives attack elements. By giving a fire and a slash attack elements to a weapon it should work.


If you want something more advanced where elements, weapon, skill and item types matter you should try ICF-Soft Elements Core and ICF-Soft Main Utility.


I can help you with them.
i already tried to add 2 element to a weapon and only 1 element works not both unlike the skill version with the tags from that plugin


ill check out that plugin you said so thanks


btw whats suppose to happen is 2 elements on the weapon and if used on an enemy with the same element resistance then it would like fire and slash on the enemy, enemy -50% for both= 0 damage done, if -50% slash only then 50% damage is done.
 
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kokuromi

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You don't need notetags to add elements to a weapon.


There is a trait that gives attack elements. By giving a fire and a slash attack elements to a weapon it should work.


If you want something more advanced where elements, weapon, skill and item types matter you should try ICF-Soft Elements Core and ICF-Soft Main Utility.


I can help you with them.
ok for the first plugin you sent me i put the tag <WEAPON ELEMENTS: 1, 4> on a weapon and it still only uses one element and not both the other plugin doesnt have anything to do with elements
 

ICF-Soft

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Well. You need both plugins on latest versions. Main Utility should be before Elements Core.


My Element Core plugin uses a revolutionary formula where all is combined and gives tactical depth. It's a bit complex but it can make players think much more about how to attack enemies.


There are rules for physical, magic and dual.


When attacking with a fire sword you use fire element and sword type. You need tag <WEAPON RESISTANCES: x rate, x rate> to add weapon resistances.


I'm against additive multi-element rate rule (three 50% resistances result into a 50% absorbtion), so I don't have this in my plugin, but it has a very good alternative.


If you still want that rule with Yanfly's plugin, ensure that Multi-Element Rulings parameter is equal to 1.
 

kokuromi

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so if the sword has the tag <WEAPON ELEMENTS: 1, 4> 1 being slash other being fire, <WEAPON RESISTANCES: x rate, x rate> does what? and x rate is? i have both plugins now and in order
 

ICF-Soft

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That sword wouldn't have any tag, just sword weaponType (2) and fire attacking element trait (2).


Enemy would need <WEAPON RESISTANCES: 2 0.5> to resist sword or <WEAPON RESISTANCES: 2 0.5, 4 1.5> to resist sword and being weak to axes.


<WEAPON ELEMENTS: 1, 4> will make an enemy or an unarmed actor to attack as having a dagger and an axe.


There are notetags for elements, weapontypes, skilltypes and item-damage.


It makes a final element rate, final weapon rate, skill rate and item rate; then it mixes to calculate rate.


When there are more than one element it calculate final element rate based on Blend mode rule, same for weapons. Skill and item types doesn't need to be calculated because there can be only one type at same time.


Returning to fire sword to an enemy that has 50% fire rate and 50% sword rate it will still result into a 50% damage in this case. It's not a 0 damage but I think it seems better and can give more depth.
 

kokuromi

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That sword wouldn't have any tag, just sword weaponType (2) and fire attacking element trait (2).


Enemy would need <WEAPON RESISTANCES: 2 0.5> to resist sword or <WEAPON RESISTANCES: 2 0.5, 4 1.5> to resist sword and being weak to axes.


<WEAPON ELEMENTS: 1, 4> will make an enemy or an unarmed actor to attack as having a dagger and an axe.


There are notetags for elements, weapontypes, skilltypes and item-damage.


It makes a final element rate, final weapon rate, skill rate and item rate; then it mixes to calculate rate.


When there are more than one element it calculate final element rate based on Blend mode rule, same for weapons. Skill and item types doesn't need to be calculated because there can be only one type at same time.


Returning to fire sword to an enemy that has 50% fire rate and 50% sword rate it will still result into a 50% damage in this case. It's not a 0 damage but I think it seems better and can give more depth.
ok i think ill just leave it simple, skills  can still work in the way i said with 2 elemets


do you know how to remove the TP numbers from the menu so its just a bar? but not replacing the TP bar with MP or something?
 

ICF-Soft

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I didn't make a plugin for this.


You can try this code into a new js file.

Code:
Window_Base.prototype.drawActorTp = function(actor, x, y, width) {
    width = width || 96;
    var color1 = this.tpGaugeColor1();
    var color2 = this.tpGaugeColor2();
    this.drawGauge(x, y, width, actor.tpRate(), color1, color2);
};
 

kokuromi

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I didn't make a plugin for this.


You can try this code into a new js file.



Window_Base.prototype.drawActorTp = function(actor, x, y, width) {
width = width || 96;
var color1 = this.tpGaugeColor1();
var color2 = this.tpGaugeColor2();
this.drawGauge(x, y, width, actor.tpRate(), color1, color2);
};
any chance you know a custom tag to make the skill only hit if the enemy has low hp? like 20% or less
 

ICF-Soft

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I don't know if there is that tag.
 

ICF-Soft

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Try:


<Before Eval>
this._formerItemSuccessRateMS = this.item().successRate;
if (target.hp / target.mhp > 0.2) {
this.item().successRate = 0;
}
</Before Eval>

<After Eval>
this.item().successRate = this._formerItemSuccessRateMS;
</After Eval>


This will make skill fail if target has more than 20% hp.
 
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