Ok I decided to open up my old Project where it is heavily Magic based. I have a question. I have a spell that I would like to do. It is like a damage undead spell. "Disrupt Undead" in D&D terms, essentially it is suppose to deal 1-6 damage to undead only. so if you use it on a goblin it either doesn't work or it heals him...something along those terms....anyone got any idea if I can pull this off
Trying to pull off certain types of spells.
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Go To Types, make a new ELEMENT called "Undead".
Then set your skill to do damage with that element in the top right hand corner under "Damage", element drop down.
Now, set the enemies you want the skill to work on to have the TRAIT, 'Element Rate' set to 100%... but this also means you need to set ALL other enemies to have 0% resist to that element.
For the ability to have them gain health from the spell on non undead, you'll have to get a plugin for that... Yanfly's "Element Core" plugin will do it. -
a little time consuming but it will work Thanks. and you answered my next question..but My next question (3) is: ' is there a way to hinder a spells hit chance by wearing specific armor? but at the same time not hinder weapon damage, IE: Paladin wears heavy armor, and has a chance to fail his casting of disrupt undead spell but have him be unaffected with his sword attacks?
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not without a script or plugin to rewrite the entire skill sequence.
HIT% is a fixed number and actor-based, it completely ignores enemy values. -
As an alternative, you can set enemies you intend to be classed as "Undead" to be weak against the Undead element, then use the ternary operator in the damage formula to determine whether or not the target has a weakness, and to act accordingly:Now, set the enemies you want the skill to work on to have the TRAIT, 'Element Rate' set to 100%... but this also means you need to set ALL other enemies to have 0% resist to that element.
b.elementRate(n) > 1 ? yourDamageFormulaHere : 0
Where "n" is the database index of your Undead element and "yourDamageFomrulaHere" is your damage formula (a.atk - b.def or whatever). Basically, this checks to see if the enemy has an element rate for "Undaed" above 100% (as in, has a weakness to) and if so, it returns your damage formula. If not, it returns 0 damage. -
As an alternative, you can set enemies you intend to be classed as "Undead" to be weak against the Undead element, then use the ternary operator in the damage formula to determine whether or not the target has a weakness, and to act accordingly:
b.elementRate(n) > 1 ? yourDamageFormulaHere : 0
Where "n" is the database index of your Undead element and "yourDamageFomrulaHere" is your damage formula (a.atk - b.def or whatever). Basically, this checks to see if the enemy has an element rate for "Undaed" above 100% (as in, has a weakness to) and if so, it returns your damage formula. If not, it returns 0 damage.
Haha. clever. Never thought about doing it backwards. :)