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Original Source

  • Original title: Damage Sequence
  • Original author: Lecode
  • Original date: September 4, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/damage-sequence.44434/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)

Summary

Damage Sequence 1.1 Lecode Introduction This script allows you to synchronize skills and items' damage with their animations.

Archived First Post

Damage Sequence 1.1


Lecode


Introduction


This script allows you to synchronize skills and items' damage with their animations.


To put it simply, the player can now deal damage during an animation.


Thus, you can decide to make real multiple-hits skills or to deal damage at a specific frame.


Screenshot

Spoiler



Qdsdpt1.png



Instructions


Version 1.0

Spoiler




<dmg_sequence: a,b,c,d...>


Specify the frame(s) where damages are dealt.
Example: <dmg_sequence: 6,12>
 



<effects_sequence: a,b,c,d...>


Specify the frame(s) where effects are applied.


By default, they are applied on the last hit.
 



<effects_each_hit>


This tag allows the skill/item to apply effects on each hit.



Version 1.1


(Don't bother with that version if you want a simple script/configuration)

Spoiler




<damage sequence>[frame,formula,effects?,crit?,never_miss?][frame,formula,effects?,crit?,never_miss?]ect...</damage sequence>


Specify the frames where damages are dealt.
You can also specify if you allow the skill/item to:
- Apply effects (effects?)
- Try to crit (crit?)
- Certain hit (nerver_miss?)
Also, you can set a custom damage formula for that specific frame.
Replace "formula" with "" or nil to use the default formula.



Demo + Script


Here.


Notes


The script is compatible with the default battle system and with Yanfly's battle engine.


Let me know if you face some compatibility issues. Perhaps I will solve them.

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