10-12-2009, 09:09 PM
Hi Charlie, thank you again for your attention. Sorry for my late reply,
i was taking my time to test all kind of situation before i reply to you,
to avoid any more mistakes/ confusions.
And one more time you got a point. My dmg calculation is not an average as i ve thought.
With my current scripts, the problem comes when i tag weapon or skill with animation tag,
and when i use the element as an attacker against an enemy that is strong to this element.
concrete example :
Fire Sword = 50 % dmg against water enemy.
if i dont tag the sword with sword animation, this is working perfectly.
When i do, the target is setted as :
Element Fire "E" (50% in my case),
Element Sword "C" (100%). but Sword is a dummy Element i use only to get animation related.
And as it is stronger, RMXP uses the 100% dmg from the sword.
i have look on the web for scripts that will define dummy element and cancel them.
I found 2 but none is working... how weird !
here is the 1st script, that is not working as expected :
regarding the 2nd one, it is too long so i m just gona attach it.
this 2nd script is working in terms of dummy element system as it is deleting the useless element from calculation,
and my dmg from fire to water ( E = 50% in my case) is working, but it has 2 problems :
1) it s got a lot of features and i dont need them, only the element correction thing.
2) I'm having the opposite pblm when using it. The strong ele (A = 150% for me, so Fire attacking Wind) becomes like a B (B = 125%), while B is working at 125 % too... :S
element addons.txt attachment
i was taking my time to test all kind of situation before i reply to you,
to avoid any more mistakes/ confusions.
And one more time you got a point. My dmg calculation is not an average as i ve thought.
With my current scripts, the problem comes when i tag weapon or skill with animation tag,
and when i use the element as an attacker against an enemy that is strong to this element.
concrete example :
Fire Sword = 50 % dmg against water enemy.
if i dont tag the sword with sword animation, this is working perfectly.
When i do, the target is setted as :
Element Fire "E" (50% in my case),
Element Sword "C" (100%). but Sword is a dummy Element i use only to get animation related.
And as it is stronger, RMXP uses the 100% dmg from the sword.
i have look on the web for scripts that will define dummy element and cancel them.
I found 2 but none is working... how weird !
here is the 1st script, that is not working as expected :
Code:
#--------------------------------------------------------------------------
# ? ???????
# element_set : ??
#--------------------------------------------------------------------------
def elements_correct(element_set)
elements = element_set.clone
elements.delete(15) # Whenever you get a new element that you don't
elements.delete(16) # ?????? want to count as an element, just add to
elements.delete(17) # to the elements.delete list. (Also, you
elements.delete(18) # might want to replace the 18 and 17, eh?)
if element_set == []
# 100 ???
return 100
end
# ???????????????????
# ????? element_rate ?????????????? Game_Actor
# ??? Game_Enemy ?????????
weakest = -100
for i in element_set
weakest = [weakest, self.element_rate(i)].max
end
return weakest
end
regarding the 2nd one, it is too long so i m just gona attach it.
this 2nd script is working in terms of dummy element system as it is deleting the useless element from calculation,
and my dmg from fire to water ( E = 50% in my case) is working, but it has 2 problems :
1) it s got a lot of features and i dont need them, only the element correction thing.
2) I'm having the opposite pblm when using it. The strong ele (A = 150% for me, so Fire attacking Wind) becomes like a B (B = 125%), while B is working at 125 % too... :S
element addons.txt attachment