Comments

Log in with itch.io to leave a comment.

If I target an enemy's weakness, can a state be applied solely for that?

You can modify the state application rate for it so that it applies faster making that particular enemy more vulnerable to that stats effect or elemental effect

(1 edit)

Is that a yes? I'm not sure I understand your response. 
If I target an enemy's fire weakness, can a state be applied because it is weak to it? I don't need it doing anything else.

If you set an element state, the rate of application will be based on the element rate of the target.


If the target element rate is 0%, no count towards adding the state is applied. If the element rate is 100%, 100% of the count is applied. If the element rate is 500%, 500% or 5x the count towards the element state is added

(1 edit)

That's not the answer to the question. I don't care about the elemental rate. I want to know if I use a skill an enemy is weak to, can I make it so the enemy gets a state because of it? Yes or No.

Yes: You can add any elemental state to any enemy based on the rate because it uses a "rate score" system which will determine how fast/easy it is to apply that weakness state. Eg: if an enemy has 1% fire rate, it will apply 100 times slower if using the fire skill skill compared to the default 100%. The default rpg maker elemental system already provides groundwork for multiple elemental effectiveness, weakness and strengths. It does not allow for multi-element skills however so it's a half implementation from the default side.

No: You do not set an enemy as weak towards a specific skill using this plugin nor do elements apply has a boolean weakness (true/false) in this plugin nor does it set a fixed value of weakness based on enemy attack element as such does not natively exist in rpg maker as elements are applied as rates not as boolean type.


Sorry if confusing but what I'm trying to say is that it does not have a yes or no to your specific question. The question implies specific statement in that elements already have a weakness in rpg maker and this is not the case, hence ambiguous answer.

Is this comparible with vs plugin?

If you have any issues with this and Visustella plugins, please let me know!


Those plugins are obfuscated and as such I can only deal with issues as reported

(+1)

No problem for now, i tried this...first time when the state added it Will be removed at the same time. Like 

+Burn

- burn


I place the plugin under the vs plugin, then i try to move it on top of vs plugin, and it work

I bought this but the state stack numbers don't appear

Does the state stack?

i got it working, it was a plugin order issue

(+1)

i only need the stacks so my common event only triggers if one stack,
i only need the numbers so the player knows how many shadow clones they have

Good stuff👍 

i did have to use your older stack plugin too because for some reason it was still detecting it as the first stack even though the 2 was visible

So you're using both?

(+1)

There seems to be a bug which stops the last stack of the state from being removed if you have the "state removal type" set to "single" in the plugin parameters.

Using either the "remove state" event function or the plugin's script for decreasing states will not remove the last stack. Only the "Recover All" function will remove the final stack. Hoping this can be fixed soon. 

I can send a project file with the bug if you have a contact email.