LaDestitute 3 Report post Posted January 30, 2010 Does anybody know if there are any scripts that have these features? That don't have to be all in one script, multiple ones are fine. Increasing element damage by a % (Such as 110% or 180%) (For this, I'm making an advanced random weather system for my project, and I need the increasing element damage by % for it) Disabling use of a specific skills or types of skills, probably by element or state tag If not, I like someone to make me a script for this, as I said; I need the two things above, the other stuff i'm not listing can easily be evented. Share this post Link to post Share on other sites
Agckuu_Coceg 5 Report post Posted February 1, 2010 It is also possible to construct on the basis of events, Miles. If you are using AWS Ccoa, it looks like. Set conditional branch to a specific weather (prescribe branch of the script) and set up necessary for you to create effects. Example: If the rain comes, then you put branch at the script and rain is on the Common Event object, which you desired effect. This system is invoked by providing the necessary object with switches or variables. Share this post Link to post Share on other sites
LaDestitute 3 Report post Posted February 1, 2010 But the problem is I don't think RMXP has the function for increasing element damage by % and disabling certain type of skills, usually by element or state tag. It's probably possible via eventing...but all the actors you might to have to deal with and the long event pages makes things even more complicated. Share this post Link to post Share on other sites
Agckuu_Coceg 5 Report post Posted February 1, 2010 I have already said that it is easily done through the Common events. Example: Written in Common event of skill Destruction of skill Conditional branch if Switch .... is activated if AWS = 3 (I do not remember how the function looks like the script Ccoa, so I write simple) Skill [Flame] is unlearned. else Skill [Flame] is learned. Gain the strongest skill: if Switch .... is activated if AWS = 3 Skill [Water] is unlearned Skill [strong Water] is learned else Skill [Water] is learned Skill [strong Water] is unlearned Share this post Link to post Share on other sites
LaDestitute 3 Report post Posted February 1, 2010 That's not what I'm looking for, as I said; I wanted a function where the damage from specific elements could be increased by a percent, not just give the player a skill upon certain weather types. Share this post Link to post Share on other sites
Agckuu_Coceg 5 Report post Posted February 2, 2010 The principle is the same. You can add damage to gain skill through the introduction of damage in the event of skill or separately. If I'm not mistaken, it is possible to introduce a temporary increase in ATK at the time of the forecast with the normal functions of RPG Maker. Share this post Link to post Share on other sites