This is not something I need at the moment, but an idea that occurred to me because more and more developers use the damage formula field for special skill effects, and that field has some limitations like the lenght and the readability.
1)
A way to define part of the damage formula outside that field and simply call it from there (with as short a command as possible).
This might be a predefined segment of the script implementing these changes, or perhaps by using comments in a designated common event to store those sequences.
This should allow re-use of components for several skills and allow the developer to exceed the length-limit of the damage formula
2)
Possibility to designate a default first segment
Like the scripts that make the troop events of the first troop applied to all troops, this would designate a damage formula sequence that would be added in front of the regular damage formula before evaluating it.
This would be helpfull in automated state-checks and changes on user/target of the skill, especially if they are actor-based (changes apply to all skills used by that actor/class)
I don't know if that is possible because I don't know how the damage formula is handled internally, but I think many would find such a script usefull.
1)
A way to define part of the damage formula outside that field and simply call it from there (with as short a command as possible).
This might be a predefined segment of the script implementing these changes, or perhaps by using comments in a designated common event to store those sequences.
This should allow re-use of components for several skills and allow the developer to exceed the length-limit of the damage formula
2)
Possibility to designate a default first segment
Like the scripts that make the troop events of the first troop applied to all troops, this would designate a damage formula sequence that would be added in front of the regular damage formula before evaluating it.
This would be helpfull in automated state-checks and changes on user/target of the skill, especially if they are actor-based (changes apply to all skills used by that actor/class)
I don't know if that is possible because I don't know how the damage formula is handled internally, but I think many would find such a script usefull.

