Weapons/Skills get bonus vs. enemy type

Almost Simon

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Why hello there,


yes, it's me, again..


Only a small problem though, I don't even know if this is supposed to be under the js support, but I don't think the Maker provides you with this feature, so I assume I need a script.


The idea is pretty basic. I want some of my weapons to do additional damage vs certain enemies/enemy types (<- which also don't really exist).
So let's assume I have my mighty "Lightbringer" equipped, which does 50% bonus damage vs undead.


How do I set up the enemies as "Undead" and where would I add the 50% damage multiplier from the weapon?


Thanks in advance


Simon
 

bgillisp

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I did something like this without a script actually. What you do is you set weapons with a certain attack type, then set those enemies that take extra damage from it to have element rate * 150% (or whatever you want the damage to be) from that weapon.


For example: For Lightbringer, give it the Undead Damager Damage Type (set up the type in the database -> systems tab), then all undead enemies give them the feature Element Rate: Undead Damage * 150%. Anyone without the feature will take normal damage like before, so no need to set them up.
 

Almost Simon

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Hey, yea I thought about something similar. The thing is, the Lightbringer, beeing a sword, already has the "Cut" attack type, which is different from - for example - "Pierce" or "Bash". I don't think more than one attack type will work, right?


Sorry, forgot to mention this :(


EDIT:


Also, I'm working with a lot of custom formulas and notetag edits already, so might be best to use a script for this anyway, to not lose track of all the buffs and stats going on.
 
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bgillisp

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Still can make it work, but it is more complicated now. You will need a damage type called Undead Cut then. And, anyone that is supposed to take extra damage from Cut will also have to take extra damage from this as well. From there, it will be working the math to get all the extra damages right (especially for those who are to take extra damage from this and Cut).


I had to do this in my game too...think I ended up with 29 weapon types in the end to handle all the variations that came up.
 

Almost Simon

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Hmm, yea that works, I think I'll do this for now. Thanks!


Maybe I come across a better solution in the future, because having so many damage types can quickly get out of hand and is not easy to set up and control whatsoever.


Cheers.


Simon


EDIT:


Nevermind, that doesn't actually work as intended. The thing is, I'd like my damage modifier to be more flexible, not always 50%. Some cheaper weapons - like the "Hunting Knife" -  only do 20% more dmg vs beasts whereas better ones might do +50%.


So setting the "weakness" to an element, or in this case the "attack buff" should happen in the weapon, not the enemy settings.
 
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kovak

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If you're really going deep into this it's better to think about the damage type done by a weapon.
Consider if it cuts, pierces or if it's blunt. Some weapons may have 2 types and really few would have all the 3 types.

You can add multiple damage types for weapon, you can add multiple resistances and weaknesses for enemies and armors as well.

You need plugins if you want skills to have more than 1 damage type and to change the damage rules as well.
 
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Almost Simon

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Oh so I can actually put more than one attack element on a weapon? Thought the engine gets confused then or something..


But still, so let's say my attack element is "cut" AND "vs.Beast", how do I setup how big this buff is?


I really fiddled around with the makers tools, but couldn't find a good way of setting up exactly what I want, so I might have to use scripts anyway.


(Which is also fine - as I said, I might actually even prefer to control this via the notetag too, so everything is in one place!)


So if someone knows a fitting script/edit post it here ;)  


Thanks again


Simon
 

kovak

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If you're using Element Core you can choose how the engine will handle the rule.
http://yanfly.moe/2016/06/10/yep-107-element-core-rpg-maker-mv/

The Attack Element is what defines the damage type being done, you can set it only for weapons and states.
To work on resistance or weakness use Element Rate above 100 to increase damage, below 100 to reduce the damage. IMO 150 ~ 200 is enough for weakness and 50 is fine for resistance unless you want it to be immune.

You can make a Beast enemy to have Element Rate Cut 150% and it will take increased damage from cutting weapons and skills.


A Element list is big enough with this:

  • Cut
  • Pierce
  • Blunt
  • Fire
  • Water
  • Earth
  • Wind
  • Light
  • Darkness

I don't see many reasons to go beyond that just to emulate an specific race or species unless you're going to use it even for actors.
 

Almost Simon

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Hey, thanks for your response.


I'm not sure I fully follow you here though (it's late here, ok. Have patience with a tired man ;)  )

If you're using Element Core you can choose how the engine will handle the rule.
So, yea I looked into the YEP Element Core, but to my knowledge there is no way to set up this system. It's only to give more control over the current system. Correct me if I'm wrong here.

The Attack Element is what defines the damage type being done, you can set it only for weapons and states.
I know, that's why I can't achieve what I want here, because the Maker does not provide me with the possibility that I can add a certain elemental damage buff (next to its normal behaviour) to a weapon. That's why I need a script (presumably)

To work on resistance or weakness use Element Rate above 100 to increase damage, below 100 to reduce the damage. IMO 150 ~ 200 is enough for weakness and 50 is fine for resistance unless you want it to be immune.
The problem with this is, that I can only set these weaknesses/resistances in the enemy tab. So I cannot set - as said above - a weapon to do it's normal damage AND +any damage if the enemy is a certain type. I don't want all weapons that are good vs "Undead" for example to be equally effective. 

You can make a Beast enemy to have Element Rate Cut 150% and it will take increased damage from cutting weapons and skills.
I don't want Beast enemies to take increased damage from cutting weapons. The weapon's base damage type is cutting (which does more damage vs enemies weak to cutting, has nothing to do with the enemy "type" so to speak), but then it should do extra to beasts (irrespective of the weapon beeing cut, pierce or bash).

I don't see many reasons to go beyond that just to emulate an specific race or species unless you're going to use it even for actors
Hmm, I don't think I agree. I find it quite appealing to be able to equip certain gear vs a specific enemy type. And personally I enjoy battle systems that bring a good amount of complexity, not just your basic 4-elements-rock-paper-scissors system :p  But that's personal preference I suppose.


Anyway, I'll try to do something with HimeWorks Enemy Class System, didn't get it to work yet though :(  So any further inputs are appreciated!


Cheers


Simon
 

kovak

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About Elemental Core, you have far more control over how elements are handled, you need to test it yourself to see if it fits in or not. I've been using this and i'm fine.



If you really want things working the way you want there will be no reason to use Hime's plugin just for this, you'll waste tons of time on it, to make each enemy to have an specific weakness and make special gear to handle this.

The only **** about is the way i see it:

1st case - 


Enemy beast

  • Attack Element: Beast Attack
  • Elemental Rate: Beast Weakness 200%

Why? If you counter the beast attack the beast will take increased damage cuz the attack element is considered from the Beast type. I wouldn't recommend you to ever do this ****.

2nd case -


Enemy beast

  • Attack Element: Cut
  • Elemental Rate: Beast 200%

This is far from fine, go this way, not the 1s case cuz your project will be a mess.
Remember to create an enemy template to place all the parameters you need in an organized way so you won't get lost cuz this process is huge like a frick.
 

Almost Simon

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Hey, I appreciate the response, but I really don't get what you're saying ^^''


I know how to set up the Makers Attack Elements and Elemental Rates, but as I said, that does not allow me to create the system I need.


As for your 1st and 2nd case, I don't know what exactly you mean by this or how this fixes my problem.


So if someone has any inputs depending scripts, anything would be appreciated. I don't think we need to fill this thread with repetitive talk about the Makers elemental system anymore, I'm pretty certain that I cannot solve my problem this way.


Thanks


Simon
 

HazeStalker

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I think i would try Yanfly's Buffs & States Core and Auto-Passive States for this.


http://yanfly.moe/2015/12/25/yep-50-buffs-states-core/


http://yanfly.moe/2015/10/17/yep-13-auto-passive-states/


You would need an element type and a state for each enemy type you wanted to have bonus damage on.


On your weapon you would give it your 'Undead Damage' type as a trait at what ever rate you want, say 150%.


Then you give each of your undead enemies the undead state as a passive state.


In the undead state, you make a Custom React Effect from the buff and state core to multiply the value by the actors element rate.


just be careful that your enemies never get the 'undead damage' element as an attack, or your lightbringer will cause the actor to take extra damage.


If you want to use it against the actors too, maybe create two sets of elements and states. One for the actors and one for the enemies.
 

Almost Simon

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@HazeStalker


You are a genious and I thank you. Wouldn't have come up with that combo solution.


Thanks mate,


Simon
 
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kovak

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So, what have you done?
 

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