Jachan

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I have coded and worked just great... until I start test to have one cast magic which should be 100 but instead it dealt halved due to Element Rate: 50%.
How do I get that be seperated between "element damage" and "element resistance" which resistance should be 50% while damage remain 100% with same element for both?
 

bgillisp

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You can't by default, as element rate only affects how much damage spells of that type do to you when you are hit by those spells. You would need a plug-in to have something affect how much damage elemental spells of a certain type do.

Moved to Plug-in Requests as this will take a plug-in to do

 

Jachan

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Oh okay.
Then... Yanfly's Element Core? But I have looked in it and it's pretty familiar to this? Unless I am overlooking somewhere in that plugin of his?
 

Jachan

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Bump since it's over 72-hours.

Please, I need to know this so I can continue to test the battle with this special battle mechanic of mine with more accurate of elemental attack / defense. =(
 

caethyril

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Element Core only really affects how multiple elements combine and allows for negative rates. If you want a state to boost skills of a particular element, I'd suggest Yanfly's Buffs & States Core plugin. Maybe try a notetag something like this on your "half magic" state:
Code:
<Custom Confirm Effect>
if (this.item().hitType === 2) {
  value /= 2;
}
</Custom Confirm Effect>
What I think this should do is check whether the skill is of "Magical Hit" type (i.e. a magic skill) and if so, halve the skill result (e.g. 100 damage becomes 50).

If you wanted to check the skill's element, maybe try this instead:
Code:
<Custom Confirm Effect>
if (this.item().damage.elementId === 123) {
  value /= 2;
}
</Custom Confirm Effect>
Just replace the 123 with the ID of the element (as listed on the Types tab in the database) for which you want to test~
 

Jachan

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Thank you... but I think that's not what I mean to ask.

I really mean to attack NORMALLY. Let me give you an example to imagine. Hope you are too familiar to FF7's Materia system because this is almost same as it is.
- Hero has everything normal (100% pure health, no boost-ele or resist-ele either... Just pure health as if you just start play a new game)... Only except just one thing for the test run which equip fire (or ice in my case but for this, let's go with fire) resistance (50% off) on his armor
- Enemy has same as above, except to test-attack Hero with fire attack (either types).
- No RNG or variable or anything that would adjust damage around, just a direct damage without calculate enemy's def/mdf... So, if i write 100, the damage will be always exactly 100. When enemy attack with fire, hero resisted it to "50" which is a success... And I tried to have hero do cast fire back (for fun), his fire damage should be 100... and yet the taken damage on enemy said "50" instead.

In other word, it have nothing with the bonus damage... Just wrong method to calculate of Element Rate trait (default in MV, not Yanfly's Element-Core even though I am using it for this materia-like system anyway).
Yes, I did checked on enemy - he is pure non-elemental as hero (naked) is. He should take it the normal damage instead halved.
 

caethyril

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So you're saying the attacker's element rate is affecting how much damage they do? That's not intended, at least with the default MV mechanics. :kaoswt2:

Does the enemy take half damage if you remove your hero's element rate trait?

If you haven't already, check that your Yanfly plugins are in the order listed here: http://yanfly.moe/yep/

If you're using play-test, start a new game, don't continue from a save. Also make sure you save your project after making any plugin changes, otherwise battle-test may have unexpected results.

Could you post a list (or a screenshot) of all plugins you're using?
 

Jachan

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Sorry for late reply.

No offense but... I did mentioned Yanfly plugin earlier up here (my second post from start), which I have actually used it to adjust the elemental resistance. Also, the plugins are already in the same order as it is.

And like I said, it's fixed "direct damage" which it should be 100 fire damage to bat that does NOT resist the fire element but it took 50 instead.
And you can't remove element-rate trait when equip the fire-materia on resistance-equip slot.
But I will try it again but this time, no fire equip on resistance-slot and see how it goes.
 

caethyril

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No offense but... I did mentioned Yanfly plugin earlier up here (my second post from start), which I have actually used it to adjust the elemental resistance.
And, as I mentioned, the attacker's element rate is irrelevant to damage calculation, with Yanfly's Element Core or with no plugins. Maybe I'm missing something or we are misunderstanding one another somewhere...should I leave this for someone else to answer? :kaoswt:
And like I said, it's fixed "direct damage" which it should be 100 fire damage to bat that does NOT resist the fire element but it took 50 instead.
As I have already implied, I cannot reproduce this. In a v1.5.2 project with no other plugins I gave an enemy no element rate traits, cast a no-variance 100 damage fire skill on it, and it took 100 damage. When I gave it a 50% element rate trait vs fire, it took only 50 damage. As expected, giving the caster 50% Fire element rate caused no difference in the damage dealt to the enemy in either case. Repeating all four cases with Yanfly's Element Core yielded exactly the same results.

Without further information there's little else I can offer.
 

Jachan

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Okay.
Still stand-by though. I am doing something else at moment and unable to test this, so... yeah. Please wait and see if I can get it worked by test all multiple possiblities to learn.
 

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