Elemental rate doubts

S.Court

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Hello, I have a couple of questions about elemental rate

1) I have a item makes the target inmune to certain element, and I have a state makes the target vulnerable to all elements, but when both are together, the inmunity predominates, I want to make this stat nulifies this inmunity AND add a weakness to this element, is there a way to make that?

2) Is there a way to make an elemental ability ignores the elemental rate? I mean, it doesn't matter if you are inmune or resistant to this element, it will totally ignore the resistance, but it won't ignore the weakness to this rate.

Well, that's all, thanks a lot to anyone can answer me this
 

Andar

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1) it depends on how you defined the state and the effect. Usually all element rates multiply with each other, and if the immunity is a multiplication with zero, then it doesn't matter how much you multiply zero with, it stays zero.


You'll need to factor in the mathematics to reach that effect.


2) again, it depends on what you do - but the shortest way would be to pretend to the player it's the same element, while making it a different element where no rates exist. After all, if you don't want to use the resistences, then there is no need to use the element effect...
 

Engr. Adiktuzmiko

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1) You'd need to change how the rate is calculated in the scripts since as Andar said, by default the rates are multiplied... so having a 0% there will then always result to 0% final rate since 0 times X = 0
 

S.Court

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1) it depends on how you defined the state and the effect. Usually all element rates multiply with each other, and if the immunity is a multiplication with zero, then it doesn't matter how much you multiply zero with, it stays zero.

You'll need to factor in the mathematics to reach that effect.
1) You'd need to change how the rate is calculated in the scripts since as Andar said, by default the rates are multiplied... so having a 0% there will then always result to 0% final rate since 0 times X = 0
Ok, do any of you know how to change this rate? do I need to modify certain part of the script the program has?

2) again, it depends on what you do - but the shortest way would be to pretend to the player it's the same element, while making it a different element where no rates exist. After all, if you don't want to use the resistences, then there is no need to use the element effect...
It's for a friend of mine this part actually, he wants to make an attack ignore if the target resists/is inmune to this element, but he wants the attack respects the elemental rate if the target is weak to it (a little complicated maybe?) do you know how to change that?
 

Andar

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Ok, do any of you know how to change this rate? do I need to modify certain part of the script the program has?
 
You are the person who decided and set the rates you want - without your modifications, everything is 100% regular.


And that is not part of the scripts, that is part of the database where YOU changed the values to get that result. 


That is why I told you you had to calculate the mathematics in - how did you calculate the mathematics when you set the immunities and element rates?


We don't know what numbers you used, so we can't tell you how to change them.

It's for a friend of mine this part actually, he wants to make an attack ignore if the target resists/is inmune to this element, but he wants the attack respects the elemental rate if the target is weak to it (a little complicated maybe?) do you know how to change that?
If you want a conditional ignore of the element rates, that's a lot more difficult to achieve - you need to use a conditional code in the skill damage formula to check which weaknesses the target has, and then an override to the elemental rate depending on that.
Most probably you'll need a combination of script and script call from the damage formula for this, because the space to write that code is limited in the damage formula alone...
 

S.Court

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You are the person who decided and set the rates you want - without your modifications, everything is 100% regular.

And that is not part of the scripts, that is part of the database where YOU changed the values to get that result. 

That is why I told you you had to calculate the mathematics in - how did you calculate the mathematics when you set the immunities and element rates?

We don't know what numbers you used, so we can't tell you how to change them.
Well, in the case, the inmunity item's elemental rate is 0% (obviously) and the stat than pretends to modify the elemental rate the player has is configured to 200% (pardon me if my english is not that good, english is not my native language) so, when both are together, the element rate still is 0%, I want it takes the new stat's elemental rate (in that case, 200%), now, how do I make that?
 

Andar

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That is mathematically impossible, because 0% multiplied with 200% is still 0%.


If, for example, the "immunity-rate" would be 10%, then the result of 10% * 200% would be a remaining rate of 20% damage.


That is why I said you have to apply mathematics to your rates - all rates from everywhere in the sequence (actor, equipment, target) are multiplied together, you simply cannot declare "if one rate X exists, then I want to ignore all other rates".


There are ways to check for something in the skill formulae, but that applies to specific skills - a general result like your wishes is not practicable using the damage formula.


You would have to request a script to change the entire behaviour of the elemental rate - and that is not a trivial thing to be done on the side.


If you know something about programming yourself, it would probably faster to write such a script specific to your project.


If you can't script yourself, you might think about paying someone (commissions) to write such a script.


A free request like this might take some time, unless you're really lucky and one of the scripter likes such an idea...
 

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