Enemies weak against weapon types

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Started by fm2107 6 posts View original ↗
  1. remember in ff10 that air enemies would be weak against only projectile like wakka's ball? and there were armored enemies that were only took full damage if your wep had the pierce attribute on it?

    so basically this script would add a functionality that bats/birds/flying monsters would have 100% chance to be hit by guns and arrows and like 75% chance to be hit by non projectiles.

    in the database you can set an enemies evasion rate, but not by specific weapon type.  
  2. This can be done in the data base i think. Treat them the same as elemental. Like a fire sword deals FIRE and SLASHING(make a new element) damage. A slime takes 200% Fire and 200% slashing or something
  3. Drago9 said:
    This can be done in the data base i think. Treat them the same as elemental. Like a fire sword deals FIRE and SLASHING(make a new element) damage. A slime takes 200% Fire and 200% slashing or something
    you can only specify one element.

    Edit: never mind i was looking at items lol, weapons can have any element, or even all elements.
  4. Drago9 said:
    This can be done in the data base i think. Treat them the same as elemental. Like a fire sword deals FIRE and SLASHING(make a new element) damage. A slime takes 200% Fire and 200% slashing or something
     its more for evasion rates than increased damage , you cant make bows to hit 100% to flying monsters only, you can only set it to 100% hit rate in general but that will be applied to all monster. same is true of opposite, you can set monsters have 5% evasion rate but thats against all weapon types not just swords 
  5. fm2107 said:
     its more for evasion rates than increased damage , you cant make bows to hit 100% to flying monsters only, you can only set it to 100% hit rate in general but that will be applied to all monster. same is true of opposite, you can set monsters have 5% evasion rate but thats against all weapon types not just swords 
    First you have to go to the Types tab of the database, Under Elements create a new element called flying.



    Then go to the Enemies Tab, Click on your flying Monster (i chose the bat) In the traits window double click and empty space and add Element rate flying 200%

    This will give any one who attacks the bat with an element of flying 200% damage to the bat.





    Next, go to the weapons tab, look for your Bow and under their traits window, go ahead and add the flying element. that will give the bow the ability to highly damage the bat.

    in this screen shot, it says 100% (normal) damage which is what you want. because we applied the 200% damage bonus for the flying element to the bat itself.



    (Also in the enemies tab, you could even give the bat the Physical element rate and set it to 5% if you don't want melee characters doing a lot of damage, or 0% if you want it to be immune to physical also(Except bows with flying element of course))

    I hope this helps you with your Issue.
  6. i understand all that, but as i said before it would be for evasion rate, how often you MISS an attack, not how much damage it would deal. what you did right there is just set increased damage based on element, i already know this. what i was requesting  would do is set Hit Rate to 100% for flying monsters but not other monsters, not the element rate which is just for how much damage you deal not how often you miss the attack 

    if i set the hit rate to 100% for bows, it will hit every monster type, not just flying 100% of the time, im not looking to increase or decrease the damage against the type, just how often it would miss.

    same is true for swords, if i set hit rate to 95% it would be to all monsters, i cant allocate hit % based on element types, i can only allocate a damage multiplier to the element type