01-28-2022, 03:21 AM
(This post was last modified: 02-01-2022, 12:41 AM by kyonides.
Edit Reason: Script Update 2
)
KSplitDamage XP
version 1.0.2
by Kyonides Arkanthes
Introduction
This very short script allows you to create 2 New Passive skills.
- HP Damage Splitter
- SP Cost Splitter
And a bunch of Direct Damage Split Skills!
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Just edit the DIRECT_DMG_SPLIT_SKILL_IDS Constant accordingly.
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Both set a very specific state on a given actor or enemy that will provide them with one of those new abilities.
The Script
Code:
# * KSplitDamage XP
# Scripter : Kyonides Arkanthes
# v1.0.2 - 2022-01-31
# This scriptlet allows you to setup 2 New Passive Skills:
# - HP Damage Splitter skill
# - SP Cost Splitter skill
# And some Direct Damage Split Skills!
# As it is implied, those skills set a specific status on a given actor or
# monster who can split either the damage or the mana cost among his pals.
# ** It might be incompatible with any Custom Battle System CBS. ** #
# * Overwritten Methods * #
# - Game_Battler Class -
# attack_effect skill_effect
# - Scene_Battle Class -
# make_skill_action_result
# * New Methods for Default Classes * #
# - Game_Battler -
# actor? enemy?
# - Game_Actor & Game_Enemy Classes -
# team
# - Game_Party & Game_Troop Classes -
# living_members size
module KSplitDamage
SHOW_FAILED_ATTACK_MSG = true
FAILED_ATTACK_MSG = "Miss"
DIRECT_DMG_SPLIT_SKILL_IDS = [2]
LIFE_STATE_ID = 2
MANA_STATE_ID = 3
LIFE_SKILL_IDS = [1]
MANA_SKILL_IDS = [1]
extend self
def failed_message
SHOW_FAILED_ATTACK_MSG ? FAILED_ATTACK_MSG : ""
end
def direct_dmg_split_skill?(skill_id)
DIRECT_DMG_SPLIT_SKILL_IDS.include?(skill_id)
end
def life_exclude_skill?(skill_id)
LIFE_EXCLUDE_SKILL_IDS.include?(skill_id)
end
def mana_exclude_skill?(skill_id)
MANA_EXCLUDE_SKILL_IDS.include?(skill_id)
end
def clear() @total_targets = nil end
attr_accessor :total_targets
end
class Game_Battler
def calculate_atk_hit(attacker)
atk = [attacker.atk - self.pdef / 2, 0].max
@damage = atk * (20 + attacker.str) / 20
@damage *= elements_correct(attacker.element_set)
@damage /= 100
if @damage > 0
if rand(100) < 4 * attacker.dex / self.agi
@damage *= 2
@critical = true
end
@damage /= 2 if guarding?
end
if @damage.abs > 0
amp = [@damage.abs * 15 / 100, 1].max
@damage += rand(amp+1) + rand(amp+1) - amp
end
eva = 8 * self.agi / attacker.dex + self.eva
hit = @damage < 0 ? 100 : 100 - eva
hit = cant_evade? ? 100 : hit
rand(100) < hit
end
def split_damage_direct?(skill_scope, skill_id)
skill_scope == 2 and KSplitDamage.direct_dmg_split_skill?(skill_id)
end
def split_damage_with_state?(skill_id)
state?(KSplitDamage::LIFE_STATE_ID) and
!KSplitDamage.life_exclude_skill?(skill_id)
end
def calculate_hp_damage(skill_scope, skill_id)
if split_damage_with_state?(skill_id)
group = self.team.living_members
@damage /= group.size
group.each{|mate| mate.hp -= @damage }
return
elsif split_damage_direct?(skill_scope, skill_id)
@damage /= KSplitDamage.total_targets
end
self.hp -= @damage
end
def refresh_states(attacker)
@state_changed = false
states_plus(attacker.plus_state_set)
states_minus(attacker.minus_state_set)
end
def attack_effect(attacker)
@critical = false
hit_result = (rand(100) < attacker.hit)
hit_result = calculate_atk_hit(attacker) if hit_result
if hit_result
remove_states_shock
calculate_hp_damage(0, 0)
refresh_states(attacker)
else
@damage = KSplitDamage.failed_message
@critical = false
end
return true
end
def skill_hit1(user, skill)
power = skill.power + user.atk * skill.atk_f / 100
if power > 0
power -= self.pdef * skill.pdef_f / 200
power -= self.mdef * skill.mdef_f / 200
power = [power, 0].max
end
rate = 20
rate += (user.str * skill.str_f / 100)
rate += (user.dex * skill.dex_f / 100)
rate += (user.agi * skill.agi_f / 100)
rate += (user.int * skill.int_f / 100)
@damage = power * rate / 20
@damage *= elements_correct(skill.element_set)
@damage /= 100
@damage /= 2 if @damage > 0 and guarding?
if skill.variance > 0 and @damage.abs > 0
amp = [@damage.abs * skill.variance / 100, 1].max
@damage += rand(amp+1) + rand(amp+1) - amp
end
end
def hit_after_skill_evasion(user, skill)
eva = 8 * self.agi / user.dex + self.eva
hit = @damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
cant_evade? ? 100 : hit
end
def skill_hit2(skill, effective)
if skill.power != 0 and skill.atk_f > 0
remove_states_shock
effective = true
end
last_hp = self.hp
calculate_hp_damage(skill.scope, skill.id)
effective |= self.hp != last_hp
@state_changed = false
effective |= states_plus(skill.plus_state_set)
effective |= states_minus(skill.minus_state_set)
if skill.power == 0
@damage = @state_changed ? "" : "Miss"
end
effective
end
def skill_effect(user, skill)
@critical = false
if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
return false
end
effective = false
effective |= skill.common_event_id > 0
hit = skill.hit
hit *= user.hit / 100 if skill.atk_f > 0
hit_result = (rand(100) < hit)
effective |= hit < 100
if hit_result
skill_hit1(user, skill)
hit = hit_after_skill_evasion(user, skill)
hit_result = (rand(100) < hit)
effective |= hit < 100
end
if hit_result
effective = skill_hit2(skill, effective)
else
@damage = "Miss"
end
@damage = nil unless $game_temp.in_battle
effective
end
def actor?() @actor_id != nil end
def enemy?() @enemy_id != nil end
end
class Game_Actor
def team() $game_party end
end
class Game_Enemy
def team() $game_troop end
end
class Game_Party
def living_members() @actors.select{|a| a.exist? } end
def size() @actors.size end
end
class Game_Troop
def living_members() @enemies.select{|e| e.exist? } end
def size() @enemies.size end
end
class Scene_Battle
def consume_mana
if @active_battler.state?(KSplitDamage::MANA_STATE_ID) and
!KSplitDamage.mana_exclude_skill?(@skill.id)
team = @active_battler.living_members
mana = @skill.sp_cost / team.size
team.each{|mate| mate.sp -= mana }
else
@active_battler.sp -= @skill.sp_cost
end
end
def make_skill_action_result
skill_id = @active_battler.current_action.skill_id
@skill = $data_skills[skill_id]
unless @active_battler.current_action.forcing
unless @active_battler.skill_can_use?(skill_id)
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
end
consume_mana
@status_window.refresh
@help_window.set_text(@skill.name, 1)
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
@common_event_id = @skill.common_event_id
set_target_battlers(@skill.scope)
KSplitDamage.total_targets = @target_battlers.size
@target_battlers.each do |target|
target.skill_effect(@active_battler, @skill)
end
KSplitDamage.clear
end
end
FAQ
Q: Have you overwritten any battle related methods in your script?
A: Yes, I have. Since RMXP code isn't really modular at all, I was in need of altering default classes like Game_Battler and Scene_Battle.
Q: Is it incompatible with any Custom Battle Systems?
A: You bet! Due to the changes I had made there, I seriously doubt it might work with any other Battle System at all.
Terms & Conditions
It is free as in
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You are not allowed to republish this script anywhere else.
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Mention me in your game credits.
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Maranatha!
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Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
![[Image: SP1-Scripter.png]](https://www.save-point.org/images/userbars/SP1-Scripter.png)
![[Image: SP1-Writer.png]](https://www.save-point.org/images/userbars/SP1-Writer.png)
![[Image: SP1-Poet.png]](https://www.save-point.org/images/userbars/SP1-Poet.png)
![[Image: SP1-PixelArtist.png]](https://www.save-point.org/images/userbars/SP1-PixelArtist.png)
![[Image: SP1-Reporter.png]](https://i.postimg.cc/GmxWbHyL/SP1-Reporter.png)
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE