Type: Damage calculation enhancement
The default engine handles elements pretty plainly.
When you have element rate feature, it adjusts how much more or less damage you take, regardless where you put the feature.
This script changes it so that you can define element rates more accurately.
For example, if your weapon has a fire element rate of 200%, that doesn't necessarily mean you should take 200% damage from fire.
- Distinguish between elemental damage and elemental resistance.
- Elemental damage bonus is calculated along with elemental resist
Just copy into your project and set up your game as usual.
Elemental damage is applied to weapons and skills (this means by default, only weapons will alter your elemental damage bonus)
Elemental resist is applied to actor, class, armor, enemy, and states. Basically everything else.
Note that in the database, it is a little different that what you might expect.
Suppose you were adding some element rates to your armor:
100% ice = full ice damage = no bonus
50% ice = half ice damage = 50% resist bonus
200% ice = double ice damage = -100% resist bonus
When you set up your elemental rates appropriately, you can see the results:
Edited by Tsukihime, 01 March 2014 - 09:39 PM.