Scope Damage Modifier

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Started by Tsukihime 7 posts View original ↗
  1. Scope Damage Modifier

    -Tsukihime

    This script allows you to specify a scope modifier for your skills/items. It is a flat multiplier to the damage depending on the skill's scope.

    There are two types of scope modifiers:

    -single target

    -all target

    So for example if you choose to attack all enemies, your damage may be halved, while choosing to attack a single target maintains full damage.

    This script is not useful unless you are actually able to determine what scope you want to use.

    Usage

    Tag your skills/items with



    Code:
    <single scope mod: x>
    <all scope mod: x>
    For some number x. Could be a real or an integer.

    By default, all scope modifiers are 1.

    Remember that it is a multiplier.

    Download

    Script: http://db.tt/LUDoYl5S
  2. Glad to see you did this.
  3. What about adding in features based on # of attacks?

    So one skill that does 3 hits might do 30% on the first 2 but 60% on the 3rd.
  4. Is there any way to customize something like this into the script?

    number of targets = a

    minimum damage multiplier = b

    actual multiplier = c

    ((1-a)/b) + (a) = c

    Example a = 0

    Party size = 1

    (1/1) +(0) = 1

    Party size = 2

    (1/2) + (0) = .5

    Party size = 3

    (1/3) + (0) = .33

    Example a = .25

    Party size = 1

    (.75/1) +(.25) = 1

    Party size = 2

    (.75/2) + (.25) = .625

    Party size = 3

    (.75/3) + (.25) = .5

    Example a = .5

    Party size = 1

    (.5/1) +(.5) = 1

    Party size = 2

    (.5/2) + (.5) = .75

    Party size = 3

    (.5/3) + (.5) = .66

    etc.

    This would make the damage vary depending on troop size and give the user customization depending on the number of targets.
  5. @tpasmall - For this you actually have that capability, most people just are not aware of it. The formula box is very powerful, probably far moreso than its given credit. This is an article by Fomar0153 about using damage formulas; http://cobbtocs.co.uk/wp/?p=271. Very interesting stuff.

    After reading that, you could easily do 500 * ($game_party.size/.25 + .25) in the formula box to make the damage part size dependent. However, what you cannot do is limit it (as far as I know) based on scope, which is where this script comes in.

    Very nice work Tsukihime
  6. Yeah, I know it can work if you're not using this script, but I was interested in if it could be implemented into this script since I use his other scope script.
  7. Then a follow-up question if I may be permitted; why would you code something you can already do? I presume as a matter of convenience, but if that's the case, you could also add your own scripts such as:

    class Game_Battler < Game_BattlerBase

    def party

    return $game_party.members.size if is_actor?

    return $game_troop.members.size

    end

    end

    Is this the type of script you are looking for? Otherwise I might be misinterpreting your request. This should return the size of the 'party' for enemies or the player. Therefore you only need one formula and the skill can be used for either side. Just do the same thing but (a.party/.25 + .25), the advantage here is it can also work for the target party, as in (b.party/.25 + .25).