[XP] Technical Damage

MarioWidjaya123

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i found this script called Oil Status Effect from Rain of Add-ons
Ruby:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Oil Status Effect by Xelias
# Version: 1.0b
# Type: Enhanced Status
# Date: 24.9.2006
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Allows to create a status increasing damage taken by Fire Element.
#
#
# Configuration:
#
#   OIL_IDS       - the IDs of the Oil status effects
#   FIRE_ELEMENT_ID - the ID of the fire element
#   FIRE_MULTIPLIER : How much times Fire Attacks should be stronger
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

OIL_IDS = [3, 24]
FIRE_ELEMENT_ID = 7
FIRE_MULTIPLIER = 1.5

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

#==============================================================================
# Game_Battler
#==============================================================================

class Game_Battler
 
  alias attack_effect_oil_later attack_effect
  def attack_effect(attacker)
    last_hp = self.hp
    last_sr = (($crls && self.is_a?(Game_Actor)) ? self.sr : nil)
    result = attack_effect_oil_later(attacker)
    oil_effect(last_hp, last_sr, attacker) if self.damage.is_a?(Numeric)
    return result
  end
 
  alias skill_effect_oil_later skill_effect
  def skill_effect(user, skill)
    last_hp = self.hp
    last_sr = (($crls && self.is_a?(Game_Actor)) ? self.sr : nil)
    result = skill_effect_oil_later(user, skill)
    oil_effect(last_hp, last_sr, skill) if self.damage.is_a?(Numeric)
    return result
  end
 
  alias item_effect_oil_later item_effect
  def item_effect(item, battler = nil)
    last_hp = self.hp
    last_sr = (($crls && self.is_a?(Game_Actor)) ? self.sr : nil)
    if battler == nil
      result = item_effect_oil_later(item)
    else
      result = item_effect_oil_later(item, battler)
    end
    oil_effect(last_hp, last_sr, item) if self.damage.is_a?(Numeric)
    return result
  end
 
  def oil_effect(last_hp, last_sr, object)
    if $game_system.OIL_STATUS && OIL_IDS.any? {|i| @states.include?(i)}
      self.hp = last_hp
      self.hp = self.hp                                                                                                                                                 
      self.sr = last_sr if last_sr != nil
      if object.element_set.include?(FIRE_ELEMENT_ID)
        self.damage = (self.damage * FIRE_MULTIPLIER).to_i
      end
      self.hp -= self.damage
    end
  end
 
end
and this remind me about the Technical mechanic from Persona 5.
where if the enemy is Burned and an actor uses Wind on a Burned enemy,
it will do about 1.5X damage to the Burned enemy from that Wind attack.
here is the link about the Persona 5 (Royal) Technical effects.

and also, if the enemy is immune (or absorbs) to Physical or Gun attacks and the enemy is Frozen,
the Technical damage from the Phys/Gun + Freeze combo, nullifies that immunity.
^ (add that nullify immunity/absorb thing IF possible.) ^
 

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