Multiple Element Types on Weapons

Dymdez

Newbie-in-Chief
Veteran
Joined
Feb 4, 2014
Messages
752
Reaction score
154
First Language
English
Primarily Uses
Still a bit new on this issue...

If I have a Fire Sword and set Atk Elements to both Physical and Fire, how does the damage get distributed, 50% physical 50% fire?

So if an enemy is immune to fire, will the enemy still receive the physical damage?
 

Alexander Amnell

Jaded Optimist
Veteran
Joined
Mar 17, 2012
Messages
3,404
Reaction score
1,733
First Language
English
Primarily Uses
N/A
Ace has really bad default calculations for elements... I think it is something along the lines of the highest element%(what the target is weakest against) gets counted, and if they're both = the first one gets counted. It's probably the one true criticism I have about how the base game works, but there are plug and play scripts to fix it (several of them.) 

Here's one of them: http://crazescriptasylum.wordpress.com/2012/01/06/second-script-elemental-merger/
 
Last edited by a moderator:

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
It just picks the element that deals the most damage.
 
Last edited by a moderator:

Dymdez

Newbie-in-Chief
Veteran
Joined
Feb 4, 2014
Messages
752
Reaction score
154
First Language
English
Primarily Uses
thank you both
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,204
First Language
Binary
Primarily Uses
RMMZ
This script allows for full control over both attack and defense elemental values. It also allows for elements to be increased via script call and notetags...
 

Dymdez

Newbie-in-Chief
Veteran
Joined
Feb 4, 2014
Messages
752
Reaction score
154
First Language
English
Primarily Uses
Thanks Dek, I will take a look now, having a bit of trouble with Craze's elemental script.
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
I was reading over the script descriptions but don't really see how you could assign "50% fire, 50% physical" weapon elemental damage rates with either script.


For example, this script allows you to clearly define that a skill will do 30% fire damage and 70% physical damage, and each elemental damage value is calculated separately, so if they're immune to physical damage, at least your fire damage will still go through.


However, if you want to specify that your weapon will deal 30% fire and 70% physical...where would you put that? The weapon I suppose? But then element rates can be inherited from the actor, class, armors, and states.
 
Last edited by a moderator:

Dymdez

Newbie-in-Chief
Veteran
Joined
Feb 4, 2014
Messages
752
Reaction score
154
First Language
English
Primarily Uses
Tbh I don't really see how you could assign "50% fire, 50% physical" weapon elemental damage rates with either script.
You can't.. I've been trying. It isn't really 50/50..

The idea is this.. the Fire Sword deals physical damage [the actual sword] and Fire damage [the enchantment]

If a character in my game attacks a fire elemental with the fire sword, I want the elemental to be able to nullify the fire portion of the sword attack but still receive the physical portion. So, in effect, in receive 50%

So far, no luck. It's OK tho, I will just have to settle with making the fire sword exclusively deal fire damage and I'll just figure it out.
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,204
First Language
Binary
Primarily Uses
RMMZ
notetag <atk ele: element_id, float_value> within an actor/class/skill/state etc will increase the damage dealt by the float value. This damage will be of an element_id type.

eg.

actor 1 attacks and deals 100 damage normally.

add notetag <atk ele: 3, 0.5>

actor 1 will now deal 150 damage.

If enemy is weak to element 3 which causes him to feel 200% of fire damage, the damage deal will then be 300 (when using notetag)

At least thats how i remember it working when i wrote it. if it oesnt i will look into that a.s.a.p
 

Dymdez

Newbie-in-Chief
Veteran
Joined
Feb 4, 2014
Messages
752
Reaction score
154
First Language
English
Primarily Uses
I'm sorry, I have been withholding information, Dek, I am using an ABS. I couldn't get your script to run, I'm sure your script works perfectly fine, it's probably my ABS that is interfering with it.
 
Last edited by a moderator:

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,204
First Language
Binary
Primarily Uses
RMMZ
ABS shouldn't interfere with my script (depending on whether you are using one which completely disregards the default calculations, such as Khas' ABS), in which case. no standard elemental modifier script will help :/
 

Dymdez

Newbie-in-Chief
Veteran
Joined
Feb 4, 2014
Messages
752
Reaction score
154
First Language
English
Primarily Uses
I'm using Falcao's.. I received this error

 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,204
First Language
Binary
Primarily Uses
RMMZ
Falcao's ABS uses the default methods...

The reason its not working is due to a small typo (my fault). it seems I havent updated that script for longer than I thought. Sorry about that.

Change the line to this

        o.load_elemental_controland it should work fine :p
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
notetag <atk ele: element_id, float_value> within an actor/class/skill/state etc will increase the damage dealt by the float value. This damage will be of an element_id type.


eg.


actor 1 attacks and deals 100 damage normally.


add notetag <atk ele: 3, 0.5>


actor 1 will now deal 150 damage.


If enemy is weak to element 3 which causes him to feel 200% of fire damage, the damage deal will then be 300 (when using notetag)


At least thats how i remember it working when i wrote it. if it oesnt i will look into that a.s.a.p
That doesn't sound like what Dymdez wants.


If I attack and deal 100 damage normally, and my attack is 50% fire and 50% physical, I should still deal 100 damage. I would deal 50 fire damage, and 50 physical damage.


Suppose the enemy takes double damage from fire.


This means that my attack would deal 50*2 fire damage, and 50 physical damage, for a total of 150.


My "atk element rate" is designed based on that concept. I am currently extending it to support weapons and other feature objects https://github.com/Hime-Works/Requests/issues/149
 
Last edited by a moderator:

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,204
First Language
Binary
Primarily Uses
RMMZ
Ahh yea, I see what you mean.

My script assumes that the default rate will always be 1.0 and the element modifiers are done after this like so...

  def sD13x_element_rate(user,elements)    rate = 1.0    elements.each do |i|      erate = element_rate(i)      uatkr = user.atk_element_rate(i)      rate += uatkr * (1.0*erate) if erate > 1.0      rate -= uatkr * (1.0-erate) if erate < 0.0    end    rate  end
It seems your script allows for a skills damage value to be separated into element percentages and then only modifies that percentage ?
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
Yes, both of our scripts have different focuses: mine splits up damage into separate elemental damages, while yours adds elemental damage bonuses.

Though, if a weapon does fire and physical damage, it still seems strange that dealing double fire damage would multiply the whole damage.

For example if I did 10% fire and 90% physical damage for a total of 100 damage, I wouldn't expect double fire damage to deal 200 damage.
 
Last edited by a moderator:

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,204
First Language
Binary
Primarily Uses
RMMZ
yea i double checked that after i wrote it and i realised my statement was slightly wrong.

it only multiplies the weak element damage value so it would actually be actor attacks and deals 100 damage, add notetag <atk ele: 3, 0.5>
actor now deals 150 damage. When targets element is weak (200% dmg) the damage total would be 200, not 300 like initially stated :/
 

Dymdez

Newbie-in-Chief
Veteran
Joined
Feb 4, 2014
Messages
752
Reaction score
154
First Language
English
Primarily Uses
haha .. so uhh.. what does this mean to us newbies :)
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,204
First Language
Binary
Primarily Uses
RMMZ
Tsukihime's script splits up your damage into elements and then modifies that percentage of element damage if the target is strong / weak to the element.

My script changes the way elements are handled to allow for attack / defense elements that calculate the damage dealt and provides various ways to distribute those stats.

Either one will change the way elements are handled, just slightly differently :p
 

Dymdez

Newbie-in-Chief
Veteran
Joined
Feb 4, 2014
Messages
752
Reaction score
154
First Language
English
Primarily Uses
Right, spot on, I will check out Tsuk's right now, it looks spot on. Not to say your script isn't awesome, either, Dek, it truly is.

Well gentlemen, this has been enlightening and insightful. We lived, we learned, laughed, and, dare I say, we even loved a little bit.

Thanks for your time, now if you'll excuse me, I will be making some fire swords.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD

Forum statistics

Threads
105,868
Messages
1,017,078
Members
137,580
Latest member
Snavi
Top