Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Change classes element efficiencies with event (Workaround Found)

Hello helpful people!

I am trying to create an event that changes the element efficiencies for the classes. For instance, I have a enemy that is vulnerable to "critter" damage. I would like to have an event set that boosts the player's "vs critter" rating permanently.

Any help?
 
Unfortunately, XP does not have a way to automatically add an element to everything that a character does without scripting.  I think that the "Elemental Efficiency" is mostly for defense, in any event, but it's not something that you can change without scripting.

However, there are a couple of easy alternatives-- give the character a weapon with that element, or a new skill with that element.  (In theory, I suppose you could swap out a character's equipment and skills with exact duplicates that have the "vs Critter" element, but that's one heck of a lot of trouble to go to...)
 
I feared something like that. Does anyone know of a script out there that does anything similar to this?

I hate to give away spoilers or ideas, but here is what i am going for.

Enemies are divided up into categories. Each category has a weakness. The player can find tomes and learn information that permanently increases his efficiency versus each one of these categories, making tough monsters an average battle.

I have already implimented an item that opens a catalog which is updated each time a new category is learned. Right now, I am supplimenting state changes, which works fine for boosting the players defense against the categories, but there is no way to add permanent states to enemies or troops using an event, which means that there is no way to boost damage to enemies. I have modified my Inns so that they only heal HP/SP and certain states not related to the efficiency states...
 
Actually, there is a way to, in effect, permanently add a state to an enemy via events.

It's not quite as kludgy as some of my no-scripting-skill solutions, either-- basically, when they learn how to fight a given kind of enemy, you turn a Switch ON-- know how to fight Fire enemies?  Fire Switch is ON.

Now, we create a state called "Wimpy!"  It has no animation, it doesn't go away, and it, say, cuts the enemy's stats in half or something.

Create a common event called "Wimpy Fire Enemies?"  This common event will check if the Fire Switch is ON, and if it is, it inflicts the "Wimpy!" state on all enemies. 

Now go to each troop of Fire enemies, and look at the Battle Events down below the troop.  Create a battle event on turn 0 that will run only once, and have it call the "Wimpy Fire Enemies?" common event.

Ta da! 

Yeah, it'd be cooler if you could do it the other way, but this should work.
 
Thats brilliant!

Why didn't I think of that? I can even use your method and my method in conjunction (although just lowering the enemies ATK would do the same thing...).

Although I think I am going to cut out the common event portion and just give each troop its own event so that I can induce the state on individual enemies within the troop, as opposed to the troop as a whole.

With your method, I can simplify my Inns as well.

Thanks Unka.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top