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- Jul 4, 2015
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I'm trying create "Burn" state which says:
Or simply how to make "target.gainHp(-value);" fire damage?
I have for now:
<Custom Regenerate Effect>
//this.item().damage.elementId = 2;
//if (user.elementRate(2) > 0 && !user.isDead()) {
// need add elemental ID to damage formula
// value = user.atk * user.elementRate(2);
user.gainHp(-user.atk * user.elementRate(2));
//}
</Custom Regenerate Effect>
(using Yanfly Buffs&States along with Yanfly Elemental Script.)
But it didn't work. Always recive same number even if i put various Traits(Element Rate: Fire*x) and/or notetags from Yanfly Elemental Script.
Edit: Same damage values was caused by another state with notetag:
<Force Element Fire Rate: 300%>
Looks like my problem with damage formula is solved, but if anyone knows other ways to making it elemental damage please write it, because it may be useful in the future.
Sorry for bad english, and thanks.
How can i get it, how add element Id to target value damage or damage formula?"Increase Fire elemental damage(x3), at the end of each turn infected battler recive damage depends of its weakness on fire."
Or simply how to make "target.gainHp(-value);" fire damage?
I have for now:
<Custom Regenerate Effect>
//this.item().damage.elementId = 2;
//if (user.elementRate(2) > 0 && !user.isDead()) {
// need add elemental ID to damage formula
// value = user.atk * user.elementRate(2);
user.gainHp(-user.atk * user.elementRate(2));
//}
</Custom Regenerate Effect>
(using Yanfly Buffs&States along with Yanfly Elemental Script.)
Edit: Same damage values was caused by another state with notetag:
<Force Element Fire Rate: 300%>
Looks like my problem with damage formula is solved, but if anyone knows other ways to making it elemental damage please write it, because it may be useful in the future.
Sorry for bad english, and thanks.
Last edited by a moderator:

