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> Weapons with Dual Elements, A Weapon that Has Both Fire and Ice Attacks
amerk
post Mar 31 2012, 04:01 PM
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Type: Writer
Alignment: Unaligned




Something I've been wondering about and not sure how it's calculated. Now, just to clarify I am using VX for my current project, but I'd imagine this is a question that can still come up in VXA.

Generally, a character may be strong, weak, or average against various attack types (ie., elemental, mental, or physical). So if they are strong against Fire, fire will do little to no damage, and if they are weak to Ice, ice will do much more than average.

However, what if there is a weapon that has both Ice and Fire attributes? Would a character that is weak to both Fire and Ice receive even more damage than had it been one or another? Taking this further, would a character that is weak against Fire but strong against Ice balance out so that the damage is either very weak or cancels each other out?

Edit: Found out damage would just go based on the highest/lowest resistance and ignore the other element. A script would be needed to make the damage more balanced between the two elements, which there is one for Ace, but not sure about VX.

This post has been edited by amerkevicius: Apr 1 2012, 07:10 AM
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Onkei69
post Apr 1 2012, 09:04 AM
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Well, it all depends on the script you use.

The default script chooses the highest element damage factor to modify the damage value.
More practically, if your enemy as 50% resist Fire, and 50% weak Ice (meaning, 150% damage), your attack will do: damage * Ice multiplicator (=150%).
But if your enemy has 50% weak Fire and 25% weak ice, your damage will only be: damage * highest_multi (which means Fire = 150%).

Other custom battle system scripts have more interesting formulas.
In Yanfly Battle Engine (last version is 1.00m), you can choose different calculations:
CODE
# This determines the way element rates are calculated when more than one
    # element is present on an attack. Note that resist is anything under 100%
    # while immunity is at 0% to avoid confusion.
    # Type  Method
    #  0     Highest of the rates (default)
    #  1     Lowest of the rates
    #  2     Average of the rates without absorb, then apply absorb
    #  3     Average of the rates with absorb
    #  4     Priority to absorb, resist, find maximum for the rest.
    #  5     Priority to absorb, resist, find average for the rest.
    #  6     Priority to absorb, immune, find maximum for the rest.
    #  7     Priority to absorb, immune, find average for the rest.
    #  8     Stacking multipliers through multiplication.
    #  9     Absorb and resist priority, apply multiplication for rest.
    # 10     Absorb and immune priority, apply multiplication for rest.

Note: I don't know about other custom battle systems.

Hope it helps.


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amerk
post Apr 2 2012, 01:36 PM
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Type: Writer
Alignment: Unaligned




Nice to know there are script available, and that I'm not the only one to have thought about the default's calculations. I've been a bit intimidated in the past with some scripts, but I guess it's time for me to shake it off and give them a try.

Thanks!
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