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 Spoiler Instructions Version 1.0 Spoiler 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 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.