[I know I've requested this before] Global Type Effectiveness

AmazingAnky

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So, I haven't touched this account in ages. Most likely due to me being so busy with school now and not having time for RPG Maker, but now I do!

I've previously requested a script inwhich has global type efficiency for each typing, but back then it was just my laziness.

Now, I really need this script as I have 18 whole different types of attributes, and each having their own specific resistances. 

The types consist of the Pokemon types, but I'm not actually making a Pokemon-style game.

Basically, I just want a script that automatically modifies the damage being dealt depending on the types. Since constantly putting the attributes and etc would be time consuming with 18 types.

An idea of the data table could be something like (I don't have any clue how to script)

Attribute[iD (for example, 18 for Fairy) ]

[iD (7 for poison)], 200

Attribute[iD (2 for grass) ]

[iD (4 for fire)], 200

The "ID" is the number of the attribute, and the 200 is the percentage modifier of the damage.

So, 50 would be 0.5x damage, 200 would be 2.0x damage and etc.
 

Rinobi

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There are some scripts out there that provide plenty of utility for elements (you're talking about elements right?), but I don't quite understand the reasoning behind your request. I'll use pokemon as an example...

Bulbasaur (because this one's first) is a Grass/Poison type, meaning this pokemon gets STAB bonuses for those two types, if I remember correctly. Meaning attacks of those elements would be stronger when used by this pokemon. An element strengthening script (I think victor has one) would cover that, though there are other ways of going about this.

Bulbasaur is weak against Fire, Ice, Flying, and Psychic... So you go into the database and give the matching elemental rates, 200%. Give his resistances 50% element rates, 25% for extra resistance, and 0% for any element immunity. As far as weaknesses and resistances go, it's as simple as making a template which has... 100% for all elements, copying it to all actors/enemies/classes, and changing only what you need to.

Are elemental resistances/attacks in your project, dynamic, in any way? I ask because incorporating "types" may not be necessary.
 
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