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Collateral Attacks - Printable Version

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Collateral Attacks - DerVVulfman - 10-08-2024

Collateral Attacks
Version: 1



Introduction

This system is designed to allow an attack  to apply damage to one (or more) additional targets. The targets may be random, all encompassing, or fixed to the same principle target attacked.  Likewise,  the secondary strikes may be limited to random chance, or require that the initial attack succeed.

And then there's an option whereby the secondary strikes are at half damage.

This script was inspired  by Bennerdeben of Save-Point  who requested advice on how to generate additional random strikes for a given attack.


Script
Content Hidden



Instructions

All within the script.


Compatibility

Fairly compatible for RPGMaker XP systems other than the optional direct edits described. However, said edits are not necessary IF you choose not to employ half-damage from collateral strikes.


Terms and Conditions

Free to use, even in commercial projects.  However, I will need some form of due credit for both myself and Bennerdeben...  even if but a mere mention in some end titles.


RE: Collateral Attacks - Bennerdeben - 10-12-2024

Tested it and works flawlessly so far Winking Thanks!


RE: Collateral Attacks - Bennerdeben - 11-10-2024

I noticed something about the double hit skill if you set the scope to 0 and Must Hit on false:
If you hit an enemy you see one hit action that show the damage text (the accumulated damage, so instead of two times 12 damage you see one time 24 damage) and two skill animations.
And if you miss you see the "miss" text one time while showing two skill animations.

The hit action goes as follows:
[skill animation]
[damage text <- doubled damage]
[skill animation]
[end turn]

The miss action goes as follows:
[skill animation]
[miss text]
[skill animation]
[end turn]

Also when you miss automatically both attacks are missed.
The skill is set to:
Code:
#     ID    Type  Chance  Must Hit  Halved
SKILL[85] = [ 0,  100,    false,    false ]


I also tried setting it to this:
Code:
#     ID    Type  Chance  Must Hit  Halved
SKILL[85] = [ 0 ]


but it doesnt make a change