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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

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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.

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I know how rpg maker works. I only needed to know if your plugin can detect if an enemy has a weakness against a specific skill, and add another debuff to it if it does. Clearly your plugin doesn't help with that, if so, you would know what I was aiming for. Thank you.