I was thinking, is it possible for someone to create a plug-in to modify the effects of AOE in various ways? Like say have units in the targeted aoe take less damage the further they are from the center and may even have additional effects put on them; or even make it so that the more units are under the effects of the spell, the less damage the spell does to each unit (for an example, see shining force 2's sorcerer class).
For damage being proportional to distance from caster, use this damage formula:
(a.atk - b.def) / (Math.abs(a.event().posX() - b.event().posX()) + Math.abs(a.event().posY() - b.event().posY()))
You could also use the distTo(x, y) function that is stipulated in srpg_aoe.js plugin instead of posX() and posY() functions.
This will do X damage divided by the number of tiles the target is from the user. So if the user is adjacent to the target the spell does regular damage but if the target is 3 tiles away then the damage is reduced by a factor 3. You could modify this further to your needs (For example you could use pythagoras to get "radius distance" vs "tile distance" which is used in the above formula - currently if the user is at 0,0 and the target is at 2,2 the tile distance is 4 but the radius/diagonal distance is 2.82. Compare to if the user is at 0,0 and the target is at 0, 4 the tile distance is still 4 but the radius distance is now 4)
I believe this requires Dr. Q's range control plugin (as it gives us the event() function for battlers)
As for reducing damage if multiple targets are selected in an AoE spell, I couldn't find a good solution. You could try a damage formula with $gameTemp.areaTargets().length which is equal to the number of remaining targets left. If we have an AoE spell targetting 3 units, the first unit will have a $gameTemp.areaTargets().length value of 2 (two remaining targets left), the second unit will have a value of 1 and the last unit will have a value of 0. This is not ideal as its hard to choose the "first unit" and doesn't distribute damage evenly amongst all units
You probably have transparency on for your "player".
New Question: I see some people have gotten some of Victor's plugins to work, which require his VE_BasicModule. When I try to use his BasicModule as a requirement for VE_TilePriority my game crashes when entering a battle. Anyone got a fix for that?
Error: "Cannot set property z of # which has only a getter"
VE_basicModule often clashes with YEP_core.js so I found the only way to use VE plugins is to remove its dependancy on VE_basicModule which probably is against the idea of what victor sant wanted but in the terms of use it does loosely say you can edit his scripts.