Elemental control in RPG Maker MV is pretty lacking. The calculation of how multiple elements are handled aren't very clear nor are they too intuitive when it comes to certain aspects. This plugin also gives way to skills and items having more than one element, battlers being able to absorb, reflect, amplify elemental damage, and more!
Note: If you are using the Battle Engine Core, place this plugin under the Battle Engine Core in the plugin list for additional features.
Note: If you are using the Damage Core, place this plugin underneath the Damage Core plugin in the list for maximum compatibility.
Use these notetags if you wish to modify various aspects of elements for your database objects.
Skill and Item Notetags
<Bypass Element Reflect> - Allows this skill/item to ignore elemental reflect properties. This will not bypass reflect properties as a whole, however.
<Multiple Elements: x> <Multiple Elements: x to y> <Multiple Elements: x, x, x> <Multiple Elements: name, name, name> - This adds elements x (or name) to the skill/item in addition to the skill/item's current element. Skills and items with multiple elements will follow the Multi-Element Rule when calculating damage rate. Insert more of this notetag to insert more elements.
<Multi-Element Rule: Lowest> <Multi-Element Rule: Add> <Multi-Element Rule: Multiply> <Multi-Element Rule: Highest> <Multi-Element Rule: Average> - This allows you to set the rule for this skill/item if it has multiple elements. Either the lowest rate, the additive sum of all rates, the multiplicative product of all rates, or the highest rate will be used. If average is used, it will be the average of all element rates.
Actor, Class, Enemy, Weapon, Armor, and State Notetags:
<Element Absorb: x> <Element Absorb: x, x, x> <Element Absorb: name> <Element Absorb: name, name, name> - Causes element x to be absorbed and heals the battler. When an element is absorbed, the rate goes down by 200% instead of being just an inverse. This is so that battlers that are originally resistant to the element will absorb more of the element while battlers that are originally vulnerable to the element will absorb less of the element. The minimum amount absorbed is 0.01%.
<Element Reflect x: +y%> <Element Reflect x: -y%> <Element Reflect name: +y%> <Element Reflect name: -y%> - Increases or decreases the rate to reflect element x by y%. If a skill or item has multiple elements, the reflect rate is added for each element used by the skill/item.
<Element Magnify x: +y%> <Element Magnify x: -y%> <Element Magnify name: +y%> <Element Magnify name: -y%> - If the user performs a skill or item that utilizes element x (or name), increase or decrease its damage by y%. If a skill or item has multiple elements, the rate is increased additively for each element and adjusted multiplicatively with base rate. This bottoms out at 0%.
<Element Amplify x: +y%> <Element Amplify x: -y%> <Element Amplify name: +y%> <Element Amplify name: -y%> - If the user performs a skill or item that utilizes element x (or name), increase or decrease its damage by y%. If a skill or item has multiple elements, the rate is increased additively for each element and adjusted additively for base rate.
<Element Null> - This will cause the battler to not have elemental attacks when using skills and items. However, this will not bypass the 'Force Element' action sequence effect.
<Force Element x Rate: y%> <Force Element name Rate: y%> - This forces the battler's elemental rate for x (or named) to be y%. This will work in a priority setting of states (highest priority to lowest), equips (first to last), then class, then actor/enemy if more than one notetag is used for the same element. If y is negative, the element is absorbed.
Version 1.02: - Added <Element x Magnify: +y%>, <Element x Magnify: -y%> notetags. These notetags different from the Amplify counterparts in a way where the Amplify notetags will shift the element rate additively. These will alter the rate multiplicatively.
Version 1.01: - Optimized element rate calculation where if no elements are present, then damage rate will default to 100%.
Version 1.00: - Finished Plugin!
If a skill/item has multiple elements, then use these rules: 0 - Lowest; 1 - Add; 2 - Multiply; 3 - Highest; 4 - Average