As the title says, I need a script that makes it so states can increase the elemental damage output of the user. Any help would be much appreciated. :)
State that increases elemental damage.
● ARCHIVED · READ-ONLY
-
-
Unless I'm misunderstanding what you're asking for.. the feature 'elemental rate' under the 'rate' tab in any state will do just that, just set it to whatever % over a hundred you want the bonus to be for, ie: 125 for a 25% increase in damage, 175 for a 75% increase, etc.As the title says, I need a script that makes it so states can increase the elemental damage output of the user. Any help would be much appreciated. :)
-
Element rate affects how much damage you receive, not how much you inflict.
Adding 200% fire element rate doesn't mean you will deal double damage to enemies. -
exactly, that's an example of what i want to happen but sadly increasing the element rate only increases the damage the user takes rather than the damage it deals. :(Element rate affects how much damage you receive, not how much you inflict.
Adding 200% fire element rate doesn't mean you will deal double damage to enemies. -
That's embarrassing, I misunderstood it this whole time. :headshake:Element rate affects how much damage you receive, not how much you inflict.
Adding 200% fire element rate doesn't mean you will deal double damage to enemies.
I'm now a little shocked that's not a default feature. -
You'll have to give us more info to see what you really want, because the elemental attacks work a bit differently...
Basically, all weapons make a damage based on ATK and the skill damage formula - and that number can be set to be done by an element.
If the skill sets the element, then that element's damage rate of the target will be used.
If the skill doesn't set an element, then the weapon's element feature (if any) will set this.
Now it depends on what you want that state to do:
1) If you want to increase the damage of whatever element is set for the attacks, then you simply make a state that adds to the ATK - no script needed.
2) If you want the state to set the element and then increase that damage, make a state that adds the elemental feature and adds to ATK - no script needed.
3) If you want the state to check what damage is done by the skill/weapon, and only add to the ATK if the used element is the one that the state increases, then yes, you'll need a script (and no, I don't know one such script at the moment).
There are a few other cases how someone could interpret your request, and those might need scripts or not - but the cases above should show you that you need to give more info about when that state should do what. -
This script provides the basics for setting up attack elements
http://www.himeworks.com/2014/01/attack-element-modifiers/
From the way I've written the description, it looks like you can tag your weapon with fire element, and it will deal fire elemental damage. So for example you say it does 100% fire damage.
And if you add a state that also increases fire elemental damage by 100%, then you will suddenly deal 200% fire damage.
See if it does just that. -
i'll try and explain things by using an example from a game.
let's say there's a mage with a fire spell that deals fire damage and a water spell that deals water damage.
when used, both of the spells deal 50 damage to an enemy.
the mage can cast a spell on itself that increases its own FIRE damage by a percentage, but just its fire damage.
after casting the spell, the mage's fire spell would go up to dealing 100 damage but the water spell would still deal 50 damage.
just making a state that increases the mage's MAG wouldn't work because it would also increase the water damage.
i also can't just make it so the spell reduces the enemy's magic resistance because the spell is actually a passive state that i got through neon black's passive skills script (http://forums.rpgmakerweb.com/index.php?/topic/4693-passive-skills/).
i hope i'm explaining this well enough, my apologies if not. :( -
just in case you wanna try something else, you can also try my Element EX script to achieve it.
http://lescripts.wordpress.com/rgss3/element-ex/ -
I've an rather ineffective and inefficient way requiring no custom scripts at all(it also works on skills having multiple elements although things would be much more complicated).
1. Make states with id s1, s2, s3, ..., sn dedicated to increase the damage of element with id e1, e2, e3, ..., en when skill users have those states.
2. Change the custom damage formulae of skills having Damage Element being element with id ei to something like this:
original_custom_damage_formula * (a.state?(si) ? ei_modifier : 1)or this:
original_custom_damage_plus * (a.state?(si) ? ei_modifier : 1) - original_custom_damage_minusWhere:
original_custom_damage_formula is the original custom damage formula of each of those skills
a.state?(si) checks if a has state with id si
ei_modifier is the damage modifier for element with id ei
original_custom_damage_plus is the positive part of the original custom damage formula
original_custom_damage_minus is the negative part of the original custom damage formula
For example:
Let's say a state with id 1 is dedicated to increase the damage of fire elemental skills(I call this Fire +) by 100%. Suppose there's a skill using fire as the damage element and its original custom damage formula is:
100 + a.mat * 2 - b.mdfThen Fire + can be used to this fire elemental damage skill to increase its damage, by changing its custom damage formula to something like any of the below:
100 * (a.state?(1) ? 2 : 1) + a.mat * 2 - b.mdfCode:100 + a.mat * (a.state?(1) ? 4 : 2) - b.mdfCode:(100 + a.mat * 2) * (a.state?(1) ? 2 : 1) - b.mdfCode:Of course this non-scripting way will probably be tedious like hell(especially if you've lots of elements and skills) and any decent custom script will be much more effective and efficient, but sometimes custom scripts might end up being undesirable(like compatibility issues), so a non-scripting way might become what you want.(100 + a.mat * 2 - b.mdf) * (a.state?(1) ? 2 : 1) # only this one increases the final damage output by 100% -
@DoubleX
while a good idea, it's sadly something i can't use in this case. but thank you anyway, as i will actually be able to use that for other stuff. :)
@Engr. Adiktuzmiko
it's funny you posted, i actually tried your script literally earlier today but i was slightly baffled about the notetags and wasn't sure if i was using it correctly. i was actually about to try again because i thought i might be doing something wrong but the pastebin link doesn't actually work which i find kinda weird because like i said, i tried the link literally earlier today and it worked. :? -
try it out again maybe later, might just be some random problem... you could probably ask me if you have problems, though I cannot assure you that I can answer right away. :)