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I am trying to make a weapon that increases damage delt with water skills.
Anyone knows how to do that?
 

Zerothedarklord

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with YEP AutoPassiveState, attach the following tag to a weapon's notebox:

<Passive State: x>

replace X with the state to add. within the state parameters,double click in Traits, Element Rate, select the element, and input the value you want. for example, for your water one, choose the water element, then input 140%
 

MushroomCake28

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I've moved this thread to JS Plugin Requests. Thank you.

 

caethyril

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Element rate applies to incoming damage and doesn't require any plugins, since you can assign the trait directly to the weapon. :kaoswt:

To adjust outgoing damage, I'd suggest Yanfly's Element Core plugin. It offers a couple of handy notetags to multiply outgoing damage of a specific element:
<Element Magnify x: +y%>
<Element Magnify x: -y%>
<Element Magnify name: +y%>
<Element Magnify name: -y%>
- If the user performs a skill or item that utilizes element x (or name),
increase or decrease its damage by y%. If a skill or item has multiple
elements, the rate is increased additively for each element and adjusted
multiplicatively with base rate. This bottoms out at 0%.

<Element Amplify x: +y%>
<Element Amplify x: -y%>
<Element Amplify name: +y%>
<Element Amplify name: -y%>
- If the user performs a skill or item that utilizes element x (or name),
increase or decrease its damage by y%. If a skill or item has multiple
elements, the rate is increased additively for each element and adjusted
additively for base rate.
:kaopride:

Without plugins, I think you'd need to have a check in every water skill's formula; should work, but may be clunky if you have a lot of these "amplify element X damage" kind of states. Example:
Code:
var m = a.isStateAffected(20) ? 1.5 : 1; m * (a.mat * 2 - b.mdf)
^ Here I've defined a temporary variable m (a damage multiplier): it gets set to 1.5 or 1 depending on whether the skill user is affected by state 20. The final output is then all multiplied by m. :kaophew:
 
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