- Mar 13, 2012
- Reaction score
- First Language
- Primarily Uses
Maliki's Element Ex
Features: Allows More control over element attack and defense up to and including element absorption.
Howto: After installing plugin, add the following notetags to Actor, class, enemy, equipment, or state note fields:
<element_boost: elementID boost ><element_Dboost: elementID boost >
with elementID corresponding to the desired element in the database and boost being a number.
(The elementID doesn't have to match the database's ID, but I suggest it as a matter of convenience.)
To allow a skill to utilize the bonus, add this tag to skill notes:
<object_element: number >
Making sure the number here matches the elementID you wish to use.
IMPORTANT!!! Note the space near the end of the tags. Don't forget to include it or the tag won't be read properly!
With the first tag, element damage with be raised by the amount of the boost. (1 will equal double damage and 0.5 will be 150% of the original amount.)
With the second tag, damage will be reduced by the amount of the boost. (1 will give 0 damage and 1.5 will heal the target by 50%.)
Detailed instructions can be found in the plugin's help section.
Update: Updated to clean up code and add multiple element support.
Update: Fix for Elements numbered past 9.
Update: Updated for compatibility with Victor's Damage Popups. (Thanks for making that, BTW!)
Update: Code rewritten for readability and efficiency. Also added <priorityObj> and <ignoreEquipElementObjects> tags to allow a bit more control over object element inheritance by devs.
Plugin Conflicts: This plugin rewrites the makeDamageValue and calcElementRate functions and will likely not be compatible with any plugins which also do this.
Permissions: This plugin can be used in any project, commercial or otherwise, as long as credit is given.
Thanks to KockaAdmiralac for laying out the base of this script for me. It would be prudent if you credit his contribution in your game credits as well.