Splash damage skill

Kes

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I am having difficulty getting a skill to work.
What I want to happen:
Actor selects target which is hit by a particular skill
All other enemies in the troop receive 'splash' damage i.e. a smaller amount of damage.

Using a common event and forced actions - in all sorts of combinations and in different orders - does not give me this. Either the actor does not get to select their own target, or some part of the process gives an error message.

Can someone suggest how this might be done?
Thanks.
 

Oddball

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A crude solution could be using a script that makes the user use another skill after the first skill. Using another script you could make the second skill target all but the target. Viola! you have a skill that deals splash damage


 
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CraneSoft

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Do you want to do it the convoluted event-only (IMO this is not really possible without support of other battle speed boosting or follow up attack scripts) way or don't mind using scripts?

I assume you are trying to do something like Cloud's Blade Beam attack in the original FF7 and is able to capture the ID of the initial target, then the easiest way is to make use of Hime's "Untargetable State" script to make the initial target not affected the resulting AoE splash damage triggered by a forced action to give the illusion of splash damage.
 
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Kes

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@Oddball, thanks for that script, it works to allow targeting and then the follow up, though atm I haven't yet solved the problem of the splash hitting the original target as well. If necessary, though, I can devise a skill description which makes it look like it's intended.

@CraneSoft I can get it so that the original target is not affected by the Splash, but at the moment, no subsequent actor can target that enemy either. I set the State to be removed after Action End, which I understood as meaning when the skill caster had finished doing their stuff. However, it doesn't work like that. It might be because I am using a CTB system, so how 'turns' works is different from the default turn based BS. Perhaps it also changes 'Action End' as well? I don't know.

If you, or anyone else, can shed some light on that I would be grateful.

Thanks.
 

Heirukichi

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You could solve this by using a simple placeholder state and apply it to the target, then in your event you can do something like this:
Code:
x = your_placeholder_state_id
r = result_of_your_splash_damage_formula
$game_troop.members.each do |b|
  b.state?(x) ? b.remove_state(x) : b.hp -= r
end
Edit: doing it this way does not require any forced action at all, unless you are looking for particular animations for the splash damage only.
 

CraneSoft

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@Kes I'm not sure what you meant by "doesn't work like that", given you could just have the splash damage skill trigger a common event that forcefully removes said Untargetable state immediately after the skill finished doing its thing, unless your CTB system somehow doesn't allow even that.
 

Kes

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@Heirukichi This may be a bit complicated.
My damage formula at the moment is:
v[43] +=1; Damage.flash; 60 + 5*a.level + a.mat*2 - b.mdf*1.5

The variable is counting the number of times the skill is used - needed for granting a bonus elsewhere.
Damage.flash is the snippet where I give all allies an EVA boost for 3 turns.
Then comes the damage formula itself.

When you say to add that piece of code, is that as another snippet in Script editor, or should I add it to the existing snippet?

@CraneSoft What seems to happen with your solution is that the common event is called too soon, bypassing the damage to the original target (gets just the default 1HP damage) and then includes the original target in the splash damage.

EDIT
@CraneSoft It does work - I had a typo in my damage formula (add_stete instead of add_state). Oops!
 

TheoAllen

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Hi Kes, do you mind if I'd like to ask you to become my "guinea pig" for this system?

.

If yes, I will try to finish it at the weekend.
Although, I won't promise that it will be compatible with various scripts out there.
 

CraneSoft

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@Kes I'm abit confused, as I've thought common events under the skills effect tab are supposed to execute after the damage instance + states effects if any (unless you have scripts that somehow changes that order, which if that's the case it won't work) The flow is supposed to be like this:

1. You use skill A: (Single Target skill)
2. Skill A does damage to the target.
3. Skill A triggers common event A which adds "Untargetable" to the target, then execute the force action for skill B: (AoE skill)
4. Skill B (AoE skill) does damage to everyone except the initial target which is now untargetable.
5. Skill B triggers common event B which removes the "Untargetable" state.

EDIT: Good to hear it works lul. Saw the edit right after I done posting. :kaoswt2:
 
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Kes

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@TheoAllen As you've been so helpful to me in the past, I would be happy to test something for you. My only question is - your system appears to be for front view, but I am using side view. Would that invalidate your script?

@CraneSoft I think you might have missed my Edit, which I could have done while you were posting. Your solution does work, I had a typo which messed up everything in sight. My apologies.
 

TheoAllen

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@Kes depends on what kind of side-view script you're using. If it just showing visual, it probably works. But if the side-view script you're using has action sequence, you probably better manipulate the action sequence in that script so that during the action sequence animation they could change the target, and then you could do splash damage.

As a matter of (fun) fact, this script is basically a stripped-down of my side-view script. An action sequence setting but for the front view. You could do a timed animation, how long it would take, and change target during the animation for doing, maybe, splash damage, recover yourself or your allies when attacking, and all (which is the superiority of sideview battle system that has action sequence). Everything is the same, except it does not have sprite animation function and throwing projectile.
 

Kes

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@TheoAllen What I am using (everything dependent on what goes before it in the list) is Yanfly Battle Engine, Yami's Battle Symphony (with the Holder add-on for SV sprites), Yami's PCTB and Yami's Order Battlers for the order guage.
 

TheoAllen

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@Kes Idk Kes, I ended up making Symphony tag (put below yami's)
Code:
class Scene_Battle
  alias theoxyami_exsymphony imported_symphony
  def imported_symphony
    theoxyami_exsymphony
    if @action.upcase =~ /SPLASH TARGET/i
      @action_targets = $game_troop.alive_members - @action_targets
    end
  end
end
Use SPLASH TARGET (new action sequence command) before SKILL EFFECT, idk if that would even work, I never use Symphony.
 

Heirukichi

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@Kes what I mean is to apply a state to your target either using the formula or using the default skill effects, then call a common event. The code I provided is supposed to be placed in the common event.
 

Kes

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@Heirukichi

EDIT
I realised my error.
It now works except that I don't get a pop up giving the amount of damage. Instead the HP bar under the enemy shows up briefly, indicating that the amount of damage has been done. I don't think that would be very clear to the player.
 

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