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[RMVX ACE] STATE THAT DEALS ELEMENTAL DOT

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Is it possible to make a state (like poison) to deal elemental damage?

Imagine two states: Bleeding and Poison. Both deal damage over time, but Poison, unlike Bleeding deals it as elemental, "poison" damage. Therefore, an enemy with poison damage resistance will take less damage from the Poison state but will not have damage reduced from the Bleeding state.

Is it possible to do something like that? Or maybe is there a script that allows to do so?
It would need a script to do this in a not painful way
(the painful way would be to have a battle event in every troop checking states each round, which would be ok for a state mechanic for a single boss fight)

Elemental damage works by multiplying the damage by the target's element rate - you can see how this works by looking at the regular attack damage calculations (if you can't find a ready made script for this).
I see...
I tried looking for a script but the only thing I found was for MV, not VX Ace.


Meanwhile, may I ask another question?
Would it be possible to make a state such a poison that, instead of dealing percentage damage (with negative HP regen parameter), it would deal damage euqal to a damage formula in a skill.
Maybe something like a state that executes a specific skill on the affected enemy?
Marrend
Guardian of the Description Thread
21806
author=TheBoundDemon
Would it be possible to make a state such a poison that, instead of dealing percentage damage (with negative HP regen parameter), it would deal damage euqal to a damage formula in a skill.
Maybe something like a state that executes a specific skill on the affected enemy?


The way I would tackle this is to attach a note tag to the state(s) that you want to perform a skill's damage value rather than a standard negative-value HP regen factor. The note-tag might look something like...

<DoT_skill: skill_id>


...this. The idea being that you extract the 'skill_id' data from the note-tag, then get the formula from the $data_skills array using that value. As for how you might implement the skill's damage formula, my thoughts are to look into either BattleManager, or maybe Scene_Battle, as one of those would likely contain functions that occur on a per-turn basis (such as applying the standard HP/MP regen).
author=Marrend
author=TheBoundDemon
Would it be possible to make a state such a poison that, instead of dealing percentage damage (with negative HP regen parameter), it would deal damage euqal to a damage formula in a skill.
Maybe something like a state that executes a specific skill on the affected enemy?
The way I would tackle this is to attach a note tag to the state(s) that you want to perform a skill's damage value rather than a standard negative-value HP regen factor. The note-tag might look something like...

<DoT_skill: skill_id>


...this. The idea being that you extract the 'skill_id' data from the note-tag, then get the formula from the $data_skills array using that value. As for how you might implement the skill's damage formula, my thoughts are to look into either BattleManager, or maybe Scene_Battle, as one of those would likely contain functions that occur on a per-turn basis (such as applying the standard HP/MP regen).


Problem is... I don't know how to make scripts... So I don't really understand what you said here :v
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