Multiple Element Types on Weapons

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
If you're using mine to note-tag your weapons make sure you have the Mar 2 version since I just added support for actors, classes, weapons, armors, states, and enemies.

Note that your skill must have the "normal" damage element type in order for it to work (since that's how it was designed).

If your skill specifies its own atk elements, then it ignores the user's atk elements.

That is how the default scripts work as well.

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 :/
So taking his fire elemental example, if your sword's atk element is 50% fire and 50% physical, and the fire elemental nullifies fire damage completely, I should expect to only deal 50 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
Tsuk, does your script only deal with Skills? I see you wrote that I can notetag any armor, weapon, etc.

can you please give me an example how to notetag my fire sword to delineate the percentages? would it look like this in the fire sword notetag?

<attack element: physical 0.5>

<attack element: fire 0.5>

surely this can't be right, doesnt it have to reference the actual ID number in the database?
 
Last edited by a moderator:

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
Check the date. Mar 2 version supports weapons.

I decided to use the name of the elements because it is more obvious when you look at your notes.

Maybe if you memorized your element ID's then it's ok, but writing

Code:
<attack element: fire 0.5>
seems more obvious that it does 50% fire damage than writing
Code:
<attack element: 3 0.5>
I mean I guess I could provide support for both if you feel it is easier to work with ID's.
 

Dymdez

Newbie-in-Chief
Veteran
Joined
Feb 4, 2014
Messages
752
Reaction score
154
First Language
English
Primarily Uses
My ignorance is about to be fully exposed but if you don't use IDs then won't that prevent us from making additional elements than the database default list? (or is the script equipped to deal with custom elements and we simply just name those out as well)

Also, just to confirm, I write

<attack element: fire 0.5><attack element: physical 0.5>in my weapon notetag and if the opponent receives 150% from fire, and I am dealing 100 damage, the total dmg output will be ~125, correct? (75 fire, 50 physical)
 
Last edited by a moderator:

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
It takes the name and then looks up the ID in your database.


There are two general approaches: use the name, or use the ID.


1. Using the ID means if you decide to change the order of your elements, you need to update your notes.


2. Using the name means you can change the order all you want, because Fire is still Fire no matter whether it's first on the list or last, but it means you can't have duplicate element names, and you can't change your element name without updating all your notes.


The math would be correct, assuming the pre-element-modified damage is 100.


So if your damage formula was literally 100 with no variance, then you should expect to see those numbers.
 
Last edited by a moderator:

Dymdez

Newbie-in-Chief
Veteran
Joined
Feb 4, 2014
Messages
752
Reaction score
154
First Language
English
Primarily Uses
Weapons without note tags deal no damage. Other than that WORKS PERFECTLY*

*except for critical hits, those still factor everything in, even nullified damage
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
My initial assumption was that all weapons should have an element, but that's not necessarily true. There is something called "None" element, which basically means there is no element. I've updated the script to assume that if you have a "None" element, then elemental modifiers simply do not matter.

Critical modifier is applied after element modifiers.

Nullified damage should be correctly handled.

Base damage: 100,

Apply elemental modifier: 50 (assuming 50% fire, 50% physical, and fire gets nullifed)

Apply critical modifier: 150 (3x 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
Yea, now that I am familiar with the script, it is working perfectly, to be honest, it's really a must-have, it controls the element attacks exactly correctly. Nice work Tsuk
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,204
First Language
Binary
Primarily Uses
RMMZ
@Tsukihime - Not quite. My script assumes that the initial damage is 'default' damage, ie, of no element. then the elemental mods are applied on top so if your skill dealt 100 damage and your actor had 50% on each element (Fire + Physical) it would be 100 * (1.0* element rate-physical) * (1.0 * element rate-fire)

In order to reduce the 'base' damage, you would have to lower one the actors elements, for example, lowering the physical element to -1.0 for all actors and Then applying the elemental mods to things like skills/states etc.. these mods could be physical element +0.5 and fire +0.5  which would in turn, make all damage dealt be based on elements; however, if an actors attack didnt have any element mods no damage would be done. That seemed slightly wrong to me which is why I kept the base damage as a default value.
 

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