It seems that doing such damages Dryad element enemies as well.
Is there a way you can make it so that enemies are immune, but you still take half the damage?
That's already how I set it up (for this most recent update): Dryad element enemies take 0 self-damage, Dryad resistant players take half self-damage.
Burst_-_Health_Cost will check if an actor (enemy or player) is Dryad element (not if they're strong against Dryad, but if they are set as Dryad element) and if true, do no self damage. If the actor isn't Dryad element, it then checks if they're strong against Dryad (e.g. via equipment) and if true, divide the self damage by 2 an extra time.
The immune behavior is back to how it worked before the change to function with elemental equipment.
Did you mana drain Aegagropilon down to 0 mana? If an actor has 0 mana, Burst will do full self damage regardless of element / resists; this is also how how it worked before any recent changes for elemental equipment.
Edit: Also I meant to mention I looked into Bomb Bee's AI a little, and it looks like it requires a Bomb Bee's target to be at a very specific position for it to cast Exploder / Burst, like, target horizontally aligned, less than 8 distance, but target also slightly above, and then a 1/16 chance... something like that. I never got it to even reach the 1/16 check; I never managed to stand in the correct position relative to the Bomb Bee. Likely that part of the AI script needs to be rewritten if you ever want it to actually cast.
Pretty sure everyone that plays a SoM hack is familiar with the game one way or the other. I am not talking about vanilla experience. It's minority that would play Turbo as a first time, or any SoM hack for that matter. Everyone else has some experience with the original game and attempt to play hacks of it.
I played vanilla for about an hour (several times) before giving up. Switching to this made the game more enjoyable. Not completely blind but pretty close.
I've had multiple people contact me via PMs asking for help or suggestions on using Turbo with a first play-through of the game. While my general assumption is that people messing with ROM hacks (or modding for any game) will be familiar with the vanilla game, that's not universally true.
Also, if any such people happen to read this, please just post in this thread, my PM box is full and hard to manage!
Why defense, and not offense?
Well, the answer is twofold:
1) The defense boost was a vanilla bug that Bonus_Weapon_Damage fixes, so Element_Match_Defense is a feature to intentionally re-enable the bug because it was arguably good for gameplay
2) Saber Spells already meaningfully buff offense, and nearly all enemies who cast them already match the element of the Saber Spell they cast, so a further boost to offense would both nearly always happen, and necessitate figuring out where in the damage formula to insert this additional boost, which would then further complicate balance planning
(for example an enemy weak to Lumina using light saber boosts def against Lumina spells)
Having it remove weakness to whatever element the Saber Spell is, including for players using Elemental_Equipment, may be a reasonable mechanic. I think having it give strong resistance (or even immunity) would be overkill.
Having Saber Spells buff magic of that element may just be going one step too far. The Saber Spells already add a status effect proc, boost offense, boost defense on element match, and may be gaining weakness removal.