Weapons with abillites.

Joined
Sep 7, 2019
Messages
11
Reaction score
7
First Language
English
Primarily Uses
RMMV
I am trying to make a weapon that increases damage delt with water skills.
Anyone knows how to do that?
 

Zerothedarklord

Veteran
Veteran
Joined
Jun 25, 2013
Messages
158
Reaction score
29
First Language
English
Primarily Uses
RMMV
with YEP AutoPassiveState, attach the following tag to a weapon's notebox:

<Passive State: x>

replace X with the state to add. within the state parameters,double click in Traits, Element Rate, select the element, and input the value you want. for example, for your water one, choose the water element, then input 140%
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
2,617
Reaction score
3,790
First Language
English
Primarily Uses
RMMV

I've moved this thread to JS Plugin Requests. Please be sure to post your threads in the correct forum next time. Thank you.

 

caethyril

^_^
Veteran
Joined
Feb 21, 2018
Messages
1,510
Reaction score
992
First Language
EN
Primarily Uses
RMMV
Element rate applies to incoming damage and doesn't require any plugins, since you can assign the trait directly to the weapon. :kaoswt:

To adjust outgoing damage, I'd suggest Yanfly's Element Core plugin. It offers a couple of handy notetags to multiply outgoing damage of a specific element:
<Element Magnify x: +y%>
<Element Magnify x: -y%>
<Element Magnify name: +y%>
<Element Magnify name: -y%>
- If the user performs a skill or item that utilizes element x (or name),
increase or decrease its damage by y%. If a skill or item has multiple
elements, the rate is increased additively for each element and adjusted
multiplicatively with base rate. This bottoms out at 0%.

<Element Amplify x: +y%>
<Element Amplify x: -y%>
<Element Amplify name: +y%>
<Element Amplify name: -y%>
- If the user performs a skill or item that utilizes element x (or name),
increase or decrease its damage by y%. If a skill or item has multiple
elements, the rate is increased additively for each element and adjusted
additively for base rate.
:kaopride:

Without plugins, I think you'd need to have a check in every water skill's formula; should work, but may be clunky if you have a lot of these "amplify element X damage" kind of states. Example:
Code:
var m = a.isStateAffected(20) ? 1.5 : 1; m * (a.mat * 2 - b.mdf)
^ Here I've defined a temporary variable m (a damage multiplier): it gets set to 1.5 or 1 depending on whether the skill user is affected by state 20. The final output is then all multiplied by m. :kaophew:
 
Last edited:

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

Latest Threads

Latest Posts

Latest Profile Posts

Making it a rule that I don't do any world building for my new game before the actual gameplay is concrete and working. I have 16 years of lore to work with anyway.
Cheesy power metal makes everything better. No matter what you do, you'll feel heroic doing it.
Starting to really like the first of my madness areas. I think the eyes looking at them really helps to sell the place. :LZSexcite:
Made idle animation for character. It first had only three frames but looked too different from walking animation and I had to draw five more.
MV and VX Ace both have good qualities.

Forum statistics

Threads
95,694
Messages
931,071
Members
126,032
Latest member
MadAtticGames
Top