User attack element modifiers

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The Attack Element Modifiers script has been updated to support all database objects that supports features. This includes Actors, Classes, Weapons, Armors, States, and Enemies.

Now you can create a weapon that allows you to deal 50% fire and 50% physical damage, and apply that to all “normal” skills.

To summarize what the script does, it allows you to explicitly define attack element rates. For example, if you have a skill has a fire/physical damage element type, and you want it to inflict 30% fire damage and 70% physical damage, this script would calculate each element individually. So if you used it on a target that was immune to physical damage, your skill would still inflict 30% worth of fire damage.

The new update allows you to specify attack element rates for other objects. For example, suppose you equipped a Fire Sword that inflicted 30% fire and 70% physical damage. All skills/items with a normal damage element type would automatically deal 30% fire and 70% physical damage since the attack elements are based on the user’s equips.

This makes sense, because you can imagine slashing a slime with a fire sword should deal both fire damage and physical damage, and if the slime is immune to physical damage, you would still be able to deal some fire damage.

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