Jump to content
New account registrations are disabed. This website is now an archive. Read more here.
Bob423

x4 elemental weakness

Recommended Posts

I need to nerf magic in The Hidden City of Arcatis, so I tried to use, what was going to be a really cool trick if it worked. It didn't.

 

I would give certain enemies (the ones that were VERY weak to certain elements) a second weakness called Fire 2 or something. Any weapon or spell that did Fire damage would also do Fire 2 damage so that when an enemy is weak to both Fire and Fire 2, the damage will be multiplied by 4 instead of 2 (A is x2, B is x1.5)

Makes sense, right?

 

Unfortunately, when testing it, the attacks still did x2 damage.

Basically, I want certain weapons and skills to be able to do a ton of damage to certain enemies, maybe 1-hit them, without making magic OP so it 1-hits everything else. If you watched fox's live stream, you saw how easy the game was when he spammed magic.

Share this post


Link to post
Share on other sites
To make a specific element do x2 the normal damage(400% instead of 200%),

 use this script:

* just change the element id from 20 to the id you want.

 



class Game_Enemy < Game_Battler


  alias old_element_rate element_rate


  def  element_rate(id)
      result = old_element_rate(id)
      # do whatever calculation you want on the usual result
      # for example: if the 'Fire2' element id is 20, you can do :
      (result *= 2) if id == 20
      return result
  end


end


 

#============================

or, if you want that element "effectiveness" will always stack up,

use this: 

(note 0 effectiveness of one element, means multiplying the result by 0.

so if the enemy is immune to one element of the skill, it'll take 0 damage)

 




class Game_Enemy < Game_Battler


  def elements_correct(element_set)
    # If not an element
    if element_set == []
      # Return 100
      return 100
    end
    # make the element rates stack up
    result = 100.0
    for i in element_set
      # get the effectivenesss rate of a single element
      rate = self.element_rate(i) * 1.0
      # if the rate is say, 200, multiply the 'final rate' by 2, etc.
      result *= rate / 100
    end
    return result.to_i
  end


end


 

 

Edited by Metaclaw

Share this post


Link to post
Share on other sites

which of the two are you using?

I tested the second one, and it's seems to be working fine. 

just give the skill 2 elements that are 200% effective to make the skill 400% effective.

you can even use 3 elements, to make it 800% effective (2 * 2 * 2 * 100%), etc.

note this will effect your battle a lot. it multiplies all the rates. so for example, one rate being 200% and one 150% will make the skill 300% effective, cause the calculation is (2 * 1.5 * 100%)

then again, it only affects skills that have 2 elements or more.

Edited by Metaclaw

Share this post


Link to post
Share on other sites

I only tested the first one since that was the only one when I posted.

 

Tested the second and it works, thanks :D

Share this post


Link to post
Share on other sites

ok, great :)

please note this script also affects the 'Attack' action, when an actor's weapon has 2 elements or more.

Share this post


Link to post
Share on other sites

The solution was found.

Locking this thread

 

Bob you forgot to.lock it yourself. Now if you want to re-open for a new problem just re-open it.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...