a script or simple event to do the following...
say you receive a weapon through a event I want the weapon to have a Atk element , how would I make it were the weapon I receive has a random % of the element.
Thanks for looking and helping!
Wondering if there is...
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define random% of the element? damage bonus for that element? you could use my elements EX for bonuses but I'm not sure if the weapon randomization script out there supports custom things... if not then you can simply make variations of the weapon that has different %s and randomize what to give to the player
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(Im trying to limit more weapons made in the database so I am using uniques for weapons and armor (making instances))
Example:
Lets say in the game a weapon could vary from 1-100% ice or any other element to do damage to the weakness element.
Now say you open a chest and receive a "Hand Ax" It would be giving a random percentage of a element between 1-100%
Without actually make hundreds of one weapon of different percentages and elements in the database.
Maybe using a Variable random operation calling a Element rate or Atk Element.
Hopefully I am making some sense here lol.. -
Thing is there is no elemental bonus by default, there is only elemental resistance... so you'd first need a script that allows that (such as my script) and another one that randomizes weapons, but I don't know if those support custom things in the randomization...
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Look for my Dynamic Features script.
Next time please make your thread title more meaningful - some keywords indicating what you're trying to do would be helpful. -
Going to take a look at your script now, I been looking through the master script list over and over making sure I haven't missed anything.
so far no luck hopefully I can figure something out soon been losing sleep on this matter!
thanks for taking a look at my post and lending a helping hand! -
Will do Shaz and thanks going to take a look at it now.
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@Shaz - though how would he add a feature that doesn't exist? AFAIK there's no feature for elemental damage bonus (for the attacker), only resistance...
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I may have misread ... and not having the engine in front of me now, I can't experiment.
Weapons can have an element, can't they? So you could either add or not add the element, based on a random number. But that's not really what's being asked.
AND if you applied an element to a weapon in this way, ALL of those weapons would have the element. So you couldn't have one sword with ice and one with fire, if they were the same weapon id.
Maybe the best way is to put it into the damage formula then? Perhaps have a variable set to the % when you get the weapon, so it's always applying the same % to the damage. -
Okay got the feature to work going to try setting up a random variable operation.
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Is there a way to display the percentage giving to the weapon?
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spid3y3901, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
Just edit your last post and add any extra information.
If you're assigning the % in an event, you could just use a Show Text command. -
hey shaz unless i messed with something i believe you made a minor typo
In the script when i tried to use it I got a error from where you placed the comma
add_feature(class, id, feature_code, data_id[, value])
Here^
remove_feature(class, id, feature_code, data_id[, value])
and here^
had to move it outside of the brackets in order to work like so
add_feature(class, id, feature_code, data_id,[ value])
Here^
I mean it pops up with a common sense of error to fix it but just a heads up if you wanted to edit the header ^^ -
I think it's a minor thing... XD
and I think the help file of Ace actually uses that notation (the [,whatever]) for optional things... -
Yep. [] means it's optional. You can leave it out (might depend on the feature itself though), but if you put it in, you don't include the []
Also, as I said in my PM, don't put leading zeros on the ids. So 1 instead of 001, 3 instead of 03. Your 0.75 was correct though. -
Note : havent tried without those two other scripts
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spid3y3901, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
Just edit your last post if you need to add something else.
Does your player HAVE the ax? How do you know that it's not working? I don't think the element rate is something you can actually SEE in any of the menus or anything. Try putting this at the end of the script:
p get_feature:)weapon, 1, :element_rate, 3)and play with the console turned on. It should show the new element rate for the weapon, which SHOULD be what you set it to.
I won't be here much longer - I'll take another look at it in the morning and see if I can figure out why it's not working for you. -
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How do you know it does neither? There is no message in the battle screen to indicate whether there's elemental damage or not.
What's on the second page of that event? If you had added the second command I told you to, there should DEFINITELY be something in that window.




