Scope Change

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Started by Tsukihime 16 posts View original ↗
  1. Scope Change

    -Tsukihime

    hGSrP.jpg

    This script extends the scope system by allowing you to dynamically change scopes.

    You can change a skill's scope from one target to all targets (toggling), or change the scope from enemies to allies (inverting).

    This applies to all items and skills.

    Usage

    By default, all skills and items cannot change scopes.

    To enable scope changing, tag them with



    Code:
    <invert scope>
    <toggle scope>
    The default key settings are:

    L (keyboard Q): toggle key

    R (keyboard W): invert key

    Scope changing can occur during a battle, or in the item/skill scenes.

    OwhfR.jpg

    Download

    Script: http://db.tt/UBLOyTqo

    Required: Tsuki Action

    Notes

    For scripters: this script directly accesses and changes the `scope` attribute in RPG::Skill and RPG::Item. This means that the scopes do not "reset" to their original settings across battles, and if you were to close the game and restart it, the scopes will revert to their original settings UNLESS you are using scripts to save the state of the $data_ variables (which you shouldn't be doing anyways).
  2. Are you able to change the strength of the skill when the scope changes? Example. Using Rain of Bullets on 1 target = 500 damage, on 5 targets = 100 damage each. Is this doable?
  3. No. This script simply changes the scope. I don't know what people are going to do with it after that, because you don't have a nice way to specify that kind of damage formula.

    I could probably look into adding something like that as a notetag though.

    However, I'm not going to provide anything that will determine how many targets there are and calculate the damage based on that.

    It will simply check whether the skill is an "all" scope or a "one" scope and apply a multiplier.
  4. Seems fine with me. I was only asking because it was a neat mechanic from the earlier final fantasy games, and i'm sure people would get use out of it. After all, that's what half of the communities games are based off of.
  5. I wrote it as a separate script, since it is not related to changing scopes:
  6. Got this bug with VE- Target Arrow:

    Script 'VE- Target Arrow' line 426: NoMethodError occurred.

    undefined method 'for_one?' for nil:NilClass

    It happened when I switched from enemy targets to ally targets.
  7. I don't know how his target arrow is implemented. Maybe he's got a scope changing script as well.
  8. Script now requires Tsuki Action. Scope is stored with the action and referenced from there. Just makes more sense.
  9. Is there a way to make one of the scope changes affect all skills? Like if I wanted the inverted scope on skills is there a way to set it like that or do I have to paste it into every skill's note box? Very handy script btw!
  10. You have to do it for every skill.
  11. I have a question, when I am using this script (With Symphony) the following happens:

    1: I select skill

    2. I press Q to select all enemies

    3. It still makes me select an enemy (for example it forces me to select rat A or B)

    4. It casts on all enemies.

    So my question is, is there a way to have it say "All enemies" and highlight all enemies?

    If it helps I am using Symphonies holder addon, and battlers from holder.
  12. Bump. Would it help if had screenshots?
  13. It works for me. Try it in a new project with only the battle engine and the scope change scripts.
  14. Okay after extensive testing it seems that the scope change does not seem to work right with Yanfly Battle Engine. If I use it with the scope change script it acts like the problem I described and when I remove it, it seems to work just fine. Is there anyway I can get the two scripts to work together?
  15. Where can I get this script? The Dropbox link is down.