How can I add like a self-destruct skill to my characters?

Reindropsxcx

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I've been thinking if it's possible to make a skill damages your enemies a lot but in turn knocks you out, you know, like Megumin from KonuSuba?
 

ATT_Turan

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You could also try the Selection Core, see if that allows you to add battlers from both the troop and the party in a custom selection.
 

Andar

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@Aerosys @Reindropsxcx
No need for a plugin at all, this is easily done with damage coding in default makers.

Please search the forum in the section of your maker (whichever you use, any up from RMXP supports this) for a topic about how to use the damage formula or how to use damage coding or so.
The topic might have a different name depending on the maker, but it should always be one of the pinned topics.

that will list the commands you can add to the damage formula of any skill to give it additional effects beyond "damage to target". That has been used for suicidal skills for decades.
 

ATT_Turan

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That's true, you can just use the damage formula to give the user the sleep state or something.
 

Aerosys

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@Aerosys @Reindropsxcx
No need for a plugin at all, this is easily done with damage coding in default makers.

Please search the forum in the section of your maker (whichever you use, any up from RMXP supports this) for a topic about how to use the damage formula or how to use damage coding or so.
The topic might have a different name depending on the maker, but it should always be one of the pinned topics.

that will list the commands you can add to the damage formula of any skill to give it additional effects beyond "damage to target". That has been used for suicidal skills for decades.
Ah yes, I forgot that you can add commands inside a damage formula. The formulas are a good way to start; however, a Plugin provides a bit more control. E.g. I'm not sure if commands in the formula will be invoked if the caster misses his target or the enemy dodges. So in the end, I would stick with the Plugin.
 

ATT_Turan

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I'm not sure if commands in the formula will be invoked if the caster misses his target or the enemy dodges.
They won't. But, then, spells are generally Certain Hit. But, then, it could depend on the maker's preferences. But, then, would you want the caster to still suffer the negative effect if the spell was unsuccessful?

Overall, it's good to have in mind the possibility - using Action Sequences is definitely more powerful, but it's also a lot for some people. Learning the syntax and correctly reprogramming their skill in a sequence is considerable work and beyond some users.

So both methods are worth recommending.
 

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