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Found 5 results

  1. Hello! Lately, I've been trying to make what I thought would be a really simple edit to Ventwig's VTS-Elemental Charge Field script, but I haven't had any luck on my own. I'm hoping someone with a better idea of what they're doing than myself could help me out here. In summery, the script allows you to create multipliers that apply to each element. By default, the script allows up to 8 elements to be used, but I'm hoping to increase that to 20. I'm not actually using the visual HUD aspect of the script, everything happens behind the scenes, so no worries about making everything fit. Additionally, I have been trying to get this working myself, without much luck. Here's my current copy of the script, in case it proves helpful in any way: Please let me know if you have any questions. Thank you!
  2. Element rates determine the multiplier effect on skill or item damage. For example, if you have 200% element rate towards fire, any fire damage inflicted against you will be 200% effective, or double the damage. Similarly, if you have 0% element rate towards fire, any fire damage inflifcted to you will be 0% effective, or result in no damage. However, what happens if you have negative element rates? This means that you will actually absorb the damage! -100% element rate towards fire would mean you would absorb all of the damage, while -50% element rate means you would absorb half of the damage. This plugin allows you to specify negative element rates. More information and downloads available at HimeWorks
  3. Hello, I hope one could help me with this formula I'm trying to make. Basically I'm trying to stack elements on weapons, since I can only have one by default on each weapon, I thought on relying on skill formula (don't really want to use scripts for that) So, the Sword has a Physical ATK element. The Rat has a 150% Fire weakness and 150% Ice weakness. This is the formula (3)=Fire: a.atk*4 - b.def*2 / b.element_rate(3) The Normal Attack does 8 damage. The Fire Attack, with the formula, manages to deal 12. That works good for me. Now, how could I possible do something like this?: a.atk*4 - b.def*2 / b.element_rate(3) and include b.element_rate(4) Ice And manage to deal 16 damage? To make my normal damage 8 to add 4 because of fire weakness and 4 more cause of Ice weakness. When I do this: a.atk*4 - b.def*2 / b.element_rate(3) / b.element_rate(4) It deals 14 damage instead of 16. I'm not really very skilled with math, so, help to use the proper symbols and math would be greatly appreciated.
  4. Yoroiookami

    Armour & Elements

    Hello. It's not exactly a script, but it's related to the script-editing so I hope that this is the right place to get help. I want to change the values of elements, so instead of them halving the damage, they would only grant 25% resistance. Someone already told me that I can change values in "Game_Actor" (Lines 155 and 158), so I changed: def element_rate(element_id) rank = self.class.element_ranks[element_id] result = [0,200,150,100,50,0,-100][rank] for armor in armors.compact result /= 2 if armor.element_set.include?(element_id) end for state in states result /= 2 if state.element_set.include?(element_id) end return result end To def element_rate(element_id) rank = self.class.element_ranks[element_id] result = [0,200,150,100,50,0,-100][rank] for armor in armors.compact result /= 1.5 if armor.element_set.include?(element_id) end for state in states result /= 1.5 if state.element_set.include?(element_id) end return result end But now I'm getting really accurate numbers, like: Does anyone know how can I round these numbers? (So it's 8 and not 7.86666..)
  5. Greetings all! I'm working on an idea for a new component magic system. The system would use a "chassis" (basically, a magic circle) that accepts a specific number of components. The order in which the components are put into the chassis determines the resulting spell. Example, Fire+Fire+Air may do nothing but a standard Fire attack, fire attack, and air attack; while Fire+Air+Fire may create Balefire, an attack which does significantly more damage. For those familiar with Legend of Legaia, it would be similar (in a very, very broad sense) to the combat system. The end result would be players trying various combinations and discovering what combinations result in powerful spells. Now we come to to the actual point of my post... I'm trying to determine what forces to use as components. Naturally, elements are the first thing to leap to mind, but with this being a new magic system, I was hoping to break away from something so associated with standard magic. Runes, Glyphs, or even Kanji come to mind as well, though using a Rune of Fire is only slightly less overdone as using plain Fire. Does anyone have any suggestions for good mystical or primal forces that would fit well into a component system? Thanks for reading through to the end. I look forward to any suggestions/discussion!
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