RMMV Skill that can only target the front row but splashes to the next row

caseorogue

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I'm currently using a combination of Yanfly's Target Core, Selection Control, Row Formation, and Action Sequence plugins to try to create a skill that, when used, can only select enemies in the front row. However, after the skill hits the initial target, the effect then jumps to all enemies in the row behind them.

I've run into two problems with implementing this, and I'd appreciate advice on how to solve either or both of them.

Problem number one is the limited selection. I can use Selection Control to implement restrictions on who can be selected as a target when using the skill; however, doing so also affects who the skill can "splash" to behind the scenes using Target Core. If I limit the initial target to the front row, subsequent rows are unaffected by the skill no matter what I do.

Problem number two is the timing of effects. Ideally, I would like to have the attack first target just the front row target, then splash simultaneously onto all second row targets. However, this is proving difficult as 1.) action sequences execute whole actions before target actions, the reverse of what it seems I'd need, and 2.) as the targeting parameters seem to be locked in once the skill starts to execute, I don't know of any way to remove the initial target from the effects of the splash.

Once again, I appreciate any advice people can offer me on this matter.
 

ATT_Turan

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I think you're taking the wrong approach by trying to make the splash victims be actual targets of the skill.

Just target the front row and then do additional damage to the back targets manually via action sequences or Skill Core notetags.

For example:
Code:
<Post-Damage Eval>
$gameTroop.rowAliveMembers(2).forEach(enemy => enemy.gainHp(-200));
</Post-Damage Eval>
 

caseorogue

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I think you're taking the wrong approach by trying to make the splash victims be actual targets of the skill.

Just target the front row and then do additional damage to the back targets manually via action sequences or Skill Core notetags.

For example:
Code:
<Post-Damage Eval>
$gameTroop.rowAliveMembers(2).forEach(enemy => enemy.gainHp(-200));
</Post-Damage Eval>
This is a solid approach, though with that in mind, I do have a follow-up question. As long as we're still processing the same action, would I be able to store the initial damage (probably from the "value" variable) in, for example, this._totalDamage and have it only matter for the current action?
 

ATT_Turan

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Absolutely. And if for any reason you had some trouble with that, you could just as simply store it on the user.
 

caseorogue

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After some testing, this method worked. Thanks for your help!
 

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