Modifying elemental boosts, state % rates, etc. in skill creation?
BMM_Archive · July 15, 2026
Original Source
- Original title: Modifying elemental boosts, state % rates, etc. in skill creation?
- Original author: rpgmakerxp
- Original date: August 7, 2016
- Source thread: https://forums.rpgmakerweb.com/threads/modifying-elemental-boosts-state-rates-etc-in-skill-creation.66479/
- Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker XP Support
Summary
Hi this is kind of 2 questions in one. First off I was wondering how to make element effects and % rates of states in skill creation customizable? For example: a skill called "prepare" that temporarily boosts your fire damage/skills(physical or elemental) by 150%. a skill called "shield" that temporarily boosts your fire resistance by 50%.
Archived First Post
For example:
- a skill called "prepare" that temporarily boosts your fire damage/skills(physical or elemental) by 150%.
- a skill called "shield" that temporarily boosts your fire resistance by 50%.
- a debuff spell that do the opposite such as lowering elemental damage/defense
- a state that increases status infliction rate by a specific %
-
Rather than being restricted to the default settings which are either a green check mark or blank. The software has only the ability to check off or leave blank on the ability of causing status too.(attached image to show restricted check mark settings for elements and states)
What if specific equipment gives +70% protection against poison, and an enemy uses a skill with a 75% chance to poison? Is there a 5% of getting poisoned? This is stuff I can't test with the
current default system.
After some research I found a script that goes as the following:
# Sensitivity Processing (JTC Custom) if ((self.state?(55) and skill.element_set.include?(1)) or (self.state?(56) and skill.element_set.include?(2)) or (self.state?(57) and skill.element_set.include?(3)) or (self.state?(58) and skill.element_set.include?(4)) or (self.state?(59) and skill.element_set.include?(5))) self.damage = (self.damage * 15 / 10) end
^--this is an elemental debuff spell(solving one of the things I was looking for), however it keeps giving me an error not letting my game run.
See images attached. I have virtually no skills in scripting, so I probably made a typo somewhere...
My major question aside from trying to get my game to work again is basically, how do I modify the game to allow me to adjust specific % for elemental vulnerability, damage boost, or state chance boosts, or do I have to rely on adding scripts like the one I tried to add?(also if you happen to know how to script one of the skills I'm trying to make I'd appreciate it =) )



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