Dekita Skill Proficiency problem

rad.noire

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Hi, so i use Dekita(D13x) Skill Proficiency script on RMVXA project.
So the script allow me to make a passive skill that increase elemental, weapon, or skill type output damage.
in example, if i want a passive skill that increase Elemental damage of ID 3 by 10% i will just write it in the skill notebox such as:
<ele prof: 3, 0.1> Mean: Increase Elemental damage of ID 3 by 10%. by default ID 3 is Fire.
or if weapon i will use:
<wep prof: 1, 0.1>

so the problem is, when i use Weapon tag, somehow, it increase all the output damage (weapon, skill, including Heal skill). while Elemental tag works fine (only affect skill with destined elemental).

i have tried to implement it on fresh project too.

i put the script like in the description, put the script below D13x Statistic Control:
- D13x Statistic Control (v1.8)
- D13x Elemental Proficiency (v1.1)


any help is appreciated.

--EDIT--
Link:
Dekita - Statistic Control
Dekita - Skill Proficiency
 
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Andar

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[move]Script Support[/move]
Please give a link to the website where you got the script - no one can help you without reading its description on how it works
 

mlogan

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Does it need a Core Script? Dekita's work often requires a core script of his.
 

rad.noire

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@mlogan it's recommended but not required in the description. i have already tried that too (using Core script on a fresh project). and still the same problem.
 

Roninator2

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Here's a different suggestion/point of view, how about making a new element and assigning it to the weapons, then use that for the physical you're looking for.
 

vFoggy

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Hi, so i use Dekita(D13x) Skill Proficiency script on RMVXA project.
So the script allow me to make a passive skill that increase elemental, weapon, or skill type output damage.
in example, if i want a passive skill that increase Elemental damage of ID 3 by 10% i will just write it in the skill notebox such as:
<ele prof: 3, 0.1> Mean: Increase Elemental damage of ID 3 by 10%. by default ID 3 is Fire.
or if weapon i will use:
<wep prof: 1, 0.1>

so the problem is, when i use Weapon tag, somehow, it increase all the output damage (weapon, skill, including Heal skill). while Elemental tag works fine (only affect skill with destined elemental).
Shouldn't the weapon proficiency increase all the output damage (values in general) done with the specific weapon?
If you don't want it to work like that, what should the weapon tag increase then?
 

rad.noire

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@Roninator2 the problem is not about what wrong with weapon elemental type, but here i'll give you an Example:
this is how i test the script:
  • Fire Magic (Fire elemental) with output damage plain 100 (without variance, without addition or reduction)
  • Heal Magic (None) with output healing plain 250 (without variance, without addition or reduction)
  • Attack (Normal Attack) with output damage plain Character ATK point (a.atk) which is ignore enemy defense and i set it without variance
  • and my character ATK points is 100.
and then i give my character:
Pyromancy (Passive) will increase Fire Elemental output damage by 10% (tag: <ele prof: 3, 0.1> )
the result will be:
Chara A deal 110 damage with Fire Magic
Chara A heal 250 hp to Chara B

but when i give my character:
Equip Iron Sword (Sword Type)
Sword Mastery (Passive) will increase Sword type weapon damage by 10% (tag: <wep prof: 1, 0.1> ).
and erase Pyromancy, the result will:
Chara A deal 110 damage to Bat A (with Normal Attack).
Chara A deal 110 damage with Fire Magic (without Pyromancy).
Chara A heal 275 hp to Chara B (while normally it will only heal 250 hp).

and when i give my character:
Equip Iron Bow (Bow Type) *same ATK point as Iron Sword
Sword Mastery (Passive) will increase Sword type weapon damage by 10% (tag: <wep prof: 1, 0.1> ).
and erase Pyromancy, the result will:
Chara A deal 100 damage to Bat A (with Normal Attack).
Chara A deal 100 damage with Fire Magic (without Pyromancy).
Chara A heal 250 hp to Chara B.

so as long as my character equip Iron Sword while having Sword Mastery attached, it will increase all output damage, and if my character equip Iron Bow while having Sword Mastery attached, it doesn't affect anything.

Conclusion: The problem is not in the weapon elemental type, but the weapon tag will increase All Kind of output including Normal Attack, Elemental Skill, Non-Elemental Skill (Healing), and so on.

@vFoggy maybe it just me or the script says, the weapon tag skill will increase certain weapon damage, while the elemental tag will increase certain elemental damage. and i think that why Dekita make weapon tag and elemental tag separately. i mean, what's the point when my character use an Iron Sword and mastered Sword Mastery, but it will also increase his Fireball Skill and Healing Skill?

if you have any spare time please try the script yourself, maybe i am doing it wrong and missed something.
 

vFoggy

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@vFoggy maybe it just me or the script says, the weapon tag skill will increase certain weapon damage, while the elemental tag will increase certain elemental damage. and i think that why Dekita make weapon tag and elemental tag separately. i mean, what's the point when my character use an Iron Sword and mastered Sword Mastery, but it will also increase his Fireball Skill and Healing Skill?

if you have any spare time please try the script yourself, maybe i am doing it wrong and missed something.
You're right. I misunderstood the use of the weapon proficiency in the script.
Code:
class Game_Battler < Game_BattlerBase
  def apply_weapon_profic(item,user)
    return 1.0 unless user.is_a?(Game_Actor)
    return 1.0 unless item.is_a?(RPG::Skill)
    return 1.0 if item.damage.element_id >= 0
    return 1.0 if item.damage.type != 1
    prof = 1.0
    user.skills.each do |skill|
      next unless skill != nil
      next unless skill.weap_prof[0] != 0
      user.weapons.each do |wep|
        next unless wep != nil
        next unless skill.weap_prof[0] == wep.wtype_id
        if $D13x[:Skill_Lv]
          mult = Skill_Levels::Exp_Set[skill.exp_set][user.skills_lv(skill.id)][2]
          prof += (skill.weap_prof[1] * mult)
        else
          prof += skill.weap_prof[1]
        end
      end
    end
    return prof
  end
end
The script above fixes the problem with the weapon proficiency.
The extra lines I put check if the skill being used has an elemental damage type or is a damage type of "HP damage". If it is then the damage output is not increased.
In other words, the weapon proficiency will only increase the damage output of skills that do HP damage and have no element type.
 
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rad.noire

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@vFoggy Great!! it works as it should be now. Thank vFoggy, i'll credit you along with Dekita on my project.
 

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