I use this Yanfly plugin tips & tricks to recreate "Enfire" in my game and it works well.
Enfire Tips & Tricks
But i want more of it and it's a bit complicated. I'll explain one by one.
I create "Freeze" state that take twice fire damage and remove itself when get hit by fire element.
This is the code for "Freeze".
<Custom React Effect>
if (this.item().damage.elementId === 2 && this.isHpEffect() && value > 0) {
target.removeState(240);
}
</Custom React Effect>
Case 1.
1.Use skill "Fire", which inflict fire elemental damage to target with "Freeze" state.
2.Target take twice fire damage and "Freeze" state gone as I intend.
Case 2.
1.Use skill to gain buff called "Ignition" that cause "Slash" skill to have an additional fire damage when land on target like "Enfire" skill as i mention above.
2.Use skill "Slash", which inflict none elemental damage to target with "Freeze" state. And with buff "Ignition"...
- This skill gain addition damage to target fire elemental rate and take twice damage in this part as I intend.
- Target didn't lose "Freeze" state because "Slash" skill have didn't inflict fire elemental damage in the first place.
This is the code for "Ignition"
<Custom Apply Effect>
user.setStateCounter(stateId, 'IGNITE');
</Custom Apply Effect>
<Custom Confirm Effect>
if (this.isSkill() && user.currentAction().item().id === 3) {
var elementId = 2;
var baseDamage = user.mat-target.mdf;
if (baseDamage <= 1)
baseDamage = 1;
var damage = Math.ceil(target.elementRate(elementId) * baseDamage);
var result = JsonEx.makeDeepCopy(target._result);
target.clearResult();
target.startAnimation(316);
target.gainHp(-damage);
target.startDamagePopup();
if (target.isDead()) {
target.performCollapse();
}
target.clearResult();
target._result = result;
}
</Custom Confirm Effect>
This is where i need help.
I want to make "Ignition" buff addition damage can apply as fire elemental.
I want to know can it be done in my case? Or there's another solution that can archive this.
Thanks in advance.