Tsukihime 1,489 Posted August 19, 2012 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. Download Script: http://db.tt/LUDoYl5S Share this post Link to post Share on other sites
+ thechancellor 8 Posted August 19, 2012 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? Share this post Link to post Share on other sites
Ravenith 5 Posted August 19, 2012 Tsuki just posted one. Amazing work, as always. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted August 19, 2012 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.rpgmakervxace.net/topic/6383-scope-change/ Share this post Link to post Share on other sites
DDD 0 Posted September 18, 2012 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? Share this post Link to post Share on other sites
Tsukihime 1,489 Posted September 18, 2012 All it does is change the damage. Could add MP cost I guess. Share this post Link to post Share on other sites
Coolie 148 Posted September 18, 2012 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. Share this post Link to post Share on other sites
DDD 0 Posted September 21, 2012 There is something wrong with this script... When actor (or enemy) use the skill with area effect of "random", they always get 0! Share this post Link to post Share on other sites
DDD 0 Posted September 21, 2012 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. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted September 21, 2012 Oh, I didn't specify an else block. Share this post Link to post Share on other sites
Xypher 176 Posted July 27, 2013 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? Share this post Link to post Share on other sites
Sophien 0 Posted June 11, 2014 My Problem is, try to use the Skills, like Heal in the Menu... I get every time an Error ... Share this post Link to post Share on other sites
mandalorianjedi 5 Posted September 5, 2014 (edited) 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 September 5, 2014 by mandalorianjedi Share this post Link to post Share on other sites