Skill that deals damage of more than one element

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Before you ask: yes, I've searched the Internet for a solution but I've found only Yanfly's script for RMMV and Victor's script that has an expired download link ( https://www.rpgmakercentral.com/topic/5227-ve-element-set/ )
And that's why I am asking here. I want to make a skill that will deal for example 100 normal damage and 50 fire damage at the same time.
I know in RMVX you could choose more than one element for one skill but in RMVXA that feature was removed.

So, is there any way (either by a script or by a workaround in the plain RM) to make such skill?
 

TheoAllen

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I know in RMVX you could choose more than one element for one skill but in RMVXA that feature was removed.
Don't mislead people. I don't remember if this even exists in VX.

As for the actual answer to your question. I don't see any script that does it so far.
 

Soulrender

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The easiest way I see is to create third element wich ignores/includes traits from those elements you want.
 

Heirukichi

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As soon as I have read this thread just one question popped out in my mind: why not using damage formulae?

Skill element: none
Elemental Damage 1: X
Elemental Damage 2: Y
Final Formula: X * b.element_rate(first_element_id) + Y * b.element_rate(second_element_id)

Right now I am unable to remember if the correct syntax is element_rate or elem_rate, but this is definitely a way to do it that you can use for multiple skills.
 

TheoAllen

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This seems to work. However, when using Yanfly's Battle Engine, only physical damage popup shows up, so I'm not sure if the fire damage is also dealt but it doesn't show up or if only physical damage is dealt.
 

Roninator2

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Link to VE Element skill

@TheoAllen I just looked at my VX and it looks the same as XP. You can set multiple elements
 

TheoAllen

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@TheoAllen I just looked at my VX and it looks the same as XP. You can set multiple elements
Then I probably the one that is confused with element resistance because the looks are so similar. If that is the case, then I wonder how the default script handles multiple-element calculation. As far as i know, the philosophy behind multiple-element varies. Some want additive, some want multiplicative, some want to pick the best element, some want to deal multi-hit damage like this post and I do.
 

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OK, I think I have found a workaround solution:
By using Yanfly's Followup Skills, I made that skill being 2 skills, where the first one deals physical damage and the second one deals fire damage instantly after the first one.

So, without any further words... To be closed.
 

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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