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RMRK RPG Maker Creation => Requests => Script Request => Topic started by: Vidian on October 17, 2011, 04:20:30 AM

Title: [Request] Elemental Affinities RMXP
Post by: Vidian on October 17, 2011, 04:20:30 AM
Hello,
I've looked EVERYWHERE for this and I can't find it. I've found multiple versions for VX.

I'm hoping there's a script that gives me more than the default 6 percentage options when calculating the damage done. The A,B,C,D,E,F System isn't going to work for my game and if it can't change the system i've worked out will be severely compromised.
Thanks!
Title: Re: [Request] Elemental Affinities RMXP
Post by: Vidian on October 17, 2011, 09:17:21 PM
If a script like this doesn't exist for RMXP (Which is weird..) Could someone tell me how to change the A,B,C,D,E,F Percentages? They'll have to do.
Title: Re: [Request] Elemental Affinities RMXP
Post by: shintashi on October 20, 2011, 08:23:50 PM
game actor

  table = [0,200,150,100,50,0,-100]




  #--------------------------------------------------------------------------
  # * Get Element Revision Value
  #     element_id : element ID
  #--------------------------------------------------------------------------
  def element_rate(element_id)
    # Get values corresponding to element effectiveness
    table = [0,200,150,100,50,0,-100]
    result = table[$data_classes[@class_id].element_ranks[element_id]]
    # If this element is protected by armor, then it's reduced by half
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors[i]
      if armor != nil and armor.guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # If this element is protected by states, then it's reduced by half
    for i in @states
      if $data_states[i].guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # End Method
    return result
  end


game enemy


#--------------------------------------------------------------------------
  # * Get Element Revision Value
  #     element_id : Element ID
  #--------------------------------------------------------------------------
  def element_rate(element_id)
    # Get a numerical value corresponding to element effectiveness
    table = [0,200,150,100,50,0,-100]
    result = table[$data_enemies[@enemy_id].element_ranks[element_id]]
    # If protected by state, this element is reduced by half
    for i in @states
      if $data_states[i].guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # End Method
    return result
  end


BE WARNED the A-F codes don't precisely line up the way you think they do, you should test it first.