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
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Instructions
Version 1.0
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<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)
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<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.
本贴来自国际rpgmaker官方论坛作者:Lecode处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/damage-sequence.44434/