Different variables for a skill?

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Hi, I'm working on a skill that has different effects.
It's a special skill, that can cause different status, like instant death or lowering stats.
But I'm struggling with giving it different elements, and adding a chance of a luck lowering effect.
 

Heirukichi

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How exactly is the skill supposed to work? You can achieve a lot of things with just formulae, but in order to write a fitting formula we have to know how the skill works in details.
 

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How exactly is the skill supposed to work? You can achieve a lot of things with just formulae, but in order to write a fitting formula we have to know how the skill works in details.
Well it's kind of more skills in one, basically has a chance of dealing different effects, like there is a small chance of dealing an insta death to the enemy, a chance of weakening enemies stats, to silence them, poisoning them, or just deal dmg, but also buffing the enemy possibly etc.
what I'm struggling with tho, is to add a luck lowering effect (since I don't find one from default) and adding the chance of the attack of dealing different elemental dmg, rather than just a single one.
 

kyonides

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Let me see if I got it right, you want to strike the foes with not a single but a multiple elemental damage? Would it be a single hit attack? Or a multiple hit one?
I mean, foe A gets hit by thunder-fire-wind at once or first wind hits it followed by thunder and later finished it with fire? That foe gotta feel like some Camelot's fried chicken by then. XD
 

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Let me see if I got it right, you want to strike the foes with not a single but a multiple elemental damage? Would it be a single hit attack? Or a multiple hit one?
I mean, foe A gets hit by thunder-fire-wind at once or first wind hits it followed by thunder and later finished it with fire? That foe gotta feel like some Camelot's fried chicken by then. XD
Well kinda, yes it basically deals a type of dmg that depends on the enemy's elemental weakness.
 

Kes

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When someone asks "Is it A or is it B?" answering "well kinda yes" is less helpful than it might be.
Just for the sake of clarity, is this what you want?
A skill which detects what the enemy's weakness is and then only uses that element in its attack.
If that is so, I hope you don't have lots of elements, because this could get very complicated.

For each element, create a passive state, unnamed and without an icon so that the player does not know it exists.
You give each enemy which has an elemental weakness the appropriate passive state in the database.
Your skill then has to detect which (if any) passive state the target has before applying the appropriate attack.
This is the point where it gets complicated, because you are going to have to do a quite extensive snippet, as clearly the check and damage is far too long for the damage formula box.

When I did this, I only had a skill which checked for one element and that was a bit tricky to work out. A fire skill did X if the state was present and Y if it was not. A water skill did Z if the state was present and Y if it was not.
In all probability if you want a multiple check, you might be better asking for a script.
 

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When someone asks "Is it A or is it B?" answering "well kinda yes" is less helpful than it might be.
Just for the sake of clarity, is this what you want?
A skill which detects what the enemy's weakness is and then only uses that element in its attack.
If that is so, I hope you don't have lots of elements, because this could get very complicated.

For each element, create a passive state, unnamed and without an icon so that the player does not know it exists.
You give each enemy which has an elemental weakness the appropriate passive state in the database.
Your skill then has to detect which (if any) passive state the target has before applying the appropriate attack.
This is the point where it gets complicated, because you are going to have to do a quite extensive snippet, as clearly the check and damage is far too long for the damage formula box.

When I did this, I only had a skill which checked for one element and that was a bit tricky to work out. A fire skill did X if the state was present and Y if it was not. A water skill did Z if the state was present and Y if it was not.
In all probability if you want a multiple check, you might be better asking for a script.
I'm sorry if I qave very few information, what I want to make, is a skill that either has all elements, or like u said, that detects the enemies weakness, but thatalso has a percentage of inflicting a certain status, like death, poison etc. and a chance of giving a buff or malus to enemy stats, maybe even heal them.
It's a luck based skill, or rng.
 

Kes

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I think it might be better to Report your opening post and ask for it to be moved to Script Requests. I don't see a way of achieving something of that complexity without one.
 

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I think it might be better to Report your opening post and ask for it to be moved to Script Requests. I don't see a way of achieving something of that complexity without one.
I understand.
Thanks for the advices.
 

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