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(+2)

Thanks for the comment! Elemental weakness is a little tricky. Here's a different solution (thanks to Moogle Rampage:

if you're using VS Status core, can I suggest: Create Element Traits instead of assigning weaknesses directly to enemies. Each Element Trait has Passive State X You can then check for the Passive State and return the applicable weaknesses when present.

Checking for states is not hard: Use a conditional and do if script:

BattleManager._target.states().includes($dataStates[State#])

(+1)

Another solution (quite complicated but thanks to Nate the Bard is the following:

for (index =0; index<target.traits.length; index++){ if (target.traits[index].code == 11 && target.traits[index].dataId == (id of the element in database) && target.traits[index].value > 1) { do stuff, like call another common event, or flip a switch to trigger other effects}}

i'm completely lost i don't understand all of this -_- but thank you for taking the time to reply :)

(+1)

Might take a little but you can figure it out! Try some more basic stuff first and get familiar with the engine and script calls and feel free to join the Discord if you got more questions.

thank you ,  i hope to  figure things  out :)