10-03-2024, 04:15 AM
FUNNY you should ask. As of now, I've worked to change the options:
TYPE: Type of attack as before
CHANCE: Chance of the attacker actually doing the 'collateral' attack
MUST HIT: A true/false value indicating if the initial attack DOES need to hit in the first place.
HALVED: Whether the collateral damage is half damage(true) or full damage(false)*
* The HALVED option needs you to edit the Game_Battler code to add VERY simple lines of code. If the damage generating values were broken up into smaller sections... it wouldn't be an issue.
In the works. :D
Code:
# SKILLS
# -------------------------------------------
# Type Chance Must Hit Halved
# ==== ====== ======== ======
SKILL[1] = [ 3, 50, true, true ] # Heal all 50% chance at 1/2
SKILL[57] = [ 1, 99, false, true ] # CrossCut hits another halved
SKILL[58] = [ 2, 99, false, false ] # Feint hits all othersTYPE: Type of attack as before
CHANCE: Chance of the attacker actually doing the 'collateral' attack
MUST HIT: A true/false value indicating if the initial attack DOES need to hit in the first place.
HALVED: Whether the collateral damage is half damage(true) or full damage(false)*
* The HALVED option needs you to edit the Game_Battler code to add VERY simple lines of code. If the damage generating values were broken up into smaller sections... it wouldn't be an issue.
In the works. :D


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