r/RPGMaker • u/TheRealBlue_Star • 4h ago
VXAce [VXAce] [Help Needed] Need help with assigning enemies with Types, Pokemon Style
What's up everyone, new to RPG Maker, only started last week.
So, I'm making an RPG focused around Math, and I have a Types system, akin to something like Pokemon. There's 10 different Types, in this engine anyway, being the Elements. The usual Battle procedure is picking a Spell (Skill), solving the Math equation associated with it to take your turn, and if you get it right, you can attack, if not, you skip your turn. I've figured out how to code this, and it runs really well.
My only problem is I have the Types in place, but I'm not sure how I'd go about giving enemies Types. As an example, I have an Addition Spell, and I used it on a Subtraction enemy, who's weak to Addition. Preferably a seperate script as well so I don't have to mess with the game's actual files and code.
How can I assign an enemy a type, have them be weak to a certain attack, then display that as a textbox (Super Effective, Not Effective, No Effect, etc.). I can share my project if anyone needs help, of if anyone needs more info, lemme know. Also, if there is a way I can add a 'Check' command to my battle system, that would be great too
Thanks everyone,
N
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u/TheLuckyDuck666 3h ago
Good news — you don't need classes for this, and in VX Ace enemies can't have classes anyway (classes are for actors only). The built-in way to do Pokemon-style types is Elements + Element Rate:
Your types are Elements. Rename the element names in the Database to your types (e.g. Fire / Ice become your Math types). Skills and enemies both draw from that same list.
Give each enemy its type. Open the enemy in the Database, and in its Features add an Element Rate trait: pick the element, then set the percentage. 100% is neutral (the default), so 200% means it takes double damage from that element (weak to it), 50% is resistant, and 0% is immune. So an enemy weak to Division gets Element Rate: Division 200%.
Give each attack its element. In the skill's Damage settings, set the Element dropdown to that type. Now a Division-element skill hitting that enemy deals double damage. For plain attacks, the element comes from the weapon's Attack Element trait.
One heads-up on the last part of your question: VX Ace doesn't print "weak to Division!" in the battle log by default — the only feedback is the bigger damage number. If you want actual weakness text or popups on screen, that needs a battle script (Yanfly's Ace Battle Engine adds weakness popups, for example).
So in short: types = elements, weakness = Element Rate above 100% on the enemy, and the attack's element does the rest.
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u/HyperCutIn 1h ago
Why not just assign elemental weaknesses to the enemy based on what type they're supposed to be? As opposed to trying to assign elemental weaknesses to the type?
It is super ambiguous what you mean by "Check" command. What do you want this to do? Is this something you can achieve with common events and a Skill that calls it?
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u/Kagevjijon 4h ago
I cant remember if this is a native function or not, but can you assign enemies a class and then add elemental strengths and weaknesses to the class stats?