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Scope Damage Modifier


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#1 Tsukihime

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Posted 18 August 2012 - 10:15 PM

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

<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.

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Script: http://db.tt/LUDoYl5S
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#2 thechancellor

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Posted 19 August 2012 - 04:54 AM

Very cool script. I remember first being introduced to this feature in FF6. Very cool.

EDIT: I've never seen a script that allows you to choose between different scopes when using a skill. Is there one on the forums?

#3 Ravenith

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Posted 19 August 2012 - 08:14 AM

Tsuki just posted one. Amazing work, as always.

#4 Tsukihime

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Posted 19 August 2012 - 09:50 AM

Very cool script. I remember first being introduced to this feature in FF6. Very cool.

EDIT: I've never seen a script that allows you to choose between different scopes when using a skill. Is there one on the forums?


http://www.rpgmakerv...3-scope-change/
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#5 DDD

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Posted 18 September 2012 - 09:22 AM

I have a question:
Only damage? How about MP cost?
Does it will multiply(or change) the cost of MP if i change single target to all target?

#6 Tsukihime

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Posted 18 September 2012 - 10:16 AM

All it does is change the damage. Could add MP cost I guess.
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#7 WCouillard

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Posted 18 September 2012 - 04:53 PM

I like it the way it is currently, but here's a suggestion: allow people to set the Attack Speed as well when it hits all enemies. Some people may want a "longer cast time" if the spell is hitting multiple enemies.

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#8 DDD

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Posted 20 September 2012 - 07:30 PM

There is something wrong with this script...
When actor (or enemy) use the skill with area effect of "random", they always get 0!

#9 DDD

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Posted 21 September 2012 - 07:03 AM

Have you test this script?
No matter when i use a area effect of random skill, i'll get 0!
When i remove this script, is fixed. :(

#10 Tsukihime

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Posted 21 September 2012 - 09:01 AM

Oh, I didn't specify an else block.
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#11 Xypher

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Posted 27 July 2013 - 07:23 AM

This is quite a late bump but is anyone else having a problem where only the skill's original scope's modifier will be used regardless of the scope set using the scope change script?



#12 Sophien

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Posted 11 June 2014 - 11:31 AM

My Problem is, try to use the Skills, like Heal in the Menu... I get every time an Error ...



#13 mandalorianjedi

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Posted 05 September 2014 - 05:32 PM

My Problem is, try to use the Skills, like Heal in the Menu... I get every time an Error ...

You may be able to dance around that. If you make 2 Heal spells, and have one for battle and one for outside of battle, displaying each to only appear for their purpose and making the in battle one be the only one to have a multiple targets option, it should work.
It's not as convenient or fancy, but it will work.


Edited by mandalorianjedi, 05 September 2014 - 05:33 PM.





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