Mutliple Hit Skills
Version: 1.1
Author: Logan Forrests
Date: November 03, 2011
Version History
- <Version 1.1> 2011.11.3
- Added new function to allow damage calculation to finalize if an attack is missed or evaded
- Added new function to allow variable critical hit rates and critical hit damage bonuses to be assigned on a per skill basis
- Standardised code - <Version 1.0> 2011.8.20
- Original Release
Planned Future Versions
Updates are planned to allow for additional properties with regards to multiple hits that skills may be assigned:
- Critical Hit Rates - Implemented in Version 1.1
- Per Hit Accuracy
Suggestions considered.
Further skill properties may also be implemented as a means of extending the Extra Skill Properties script by Mr G W (see Author's Notes for more info).
Description
Allows skills to be assigned a specific number of hits.
For example, Quad Slash is intended to be a 4-hit physical skill. By specifying this in the Database, the skill would be calculated as if it was dealing 4 individual hits. Each individual hit of a multiple hit skill is calculated seperately with the damage dealt by each hit being cumulative to provide the total damage dealt. This also means that the accuracy of the skill and the evasion of the target is considered on each hit and not the skill as a whole. Thus, of the 4 hits of Quad Slash, only 2 may hit and contribute towards damage.
NewDamage calculation can be finalised/stopped when a hit from a multiple hit skill misses or is evaded. This simulates a kind of 'interruption' effect where the flow of an attack is interrupted due to the attack not connecting. This can have the effect of lowing overall average damage and should be used carefully and thoughtfully.
NewEach hit of a skill can be given the possibility to be a critical hit. The rate of a critical hit, as well as the damage bonus granted by a successful critical hit, can be set on a per skill basis. For Skills which have their Physical Attack property checked, the script can be made to include critical rate bonuses from equipped weapons and actor traits.
The messages associated with attacks missing and being evaded will only be shown when all hits of an attack miss or are evaded.
Features
- Allows skills be assigned a number of hits, each of which are calculated as a separate hit and as such are subject to their own damage calculation, accuracy checks and evasion checks.
- Cumulative damage means a wider variance in damage dealt by skills.
- New Critical hit chance and damage can be set for individual skills.
- New Damage calculation can be 'interrupted' when an attack misses or is evaded; can be set for individual skills
Screenshots
None currently, but will provide at a later date to show variance in damage output of multi hit skills.
Instructions
See Script.
Script
Can be obtained via
PastebinCredit
*due to this script being based and designed from
[GW] Extra Skill Features.
Support
Support can be provided through this thread and site (rmrk.net). This script should be placed below Mr G W's Extra Skill Features, if this script is also used.
Further information can be found within the script.
Known Compatibility Issues
Fully compatible with GW Extra Skill Features.
No other issues are known at this time. Should you find any, please detail them in this thread.
Details on any overwritten, changed and aliased methods can be found in the script.
Demo
No demo required.
Author's Notes
This script was intended to be a stand alone script. However, after seeing Mr G W's Extra Skill Features script, it only seemed natural to follow as an extension to it. Whilst this script can stand alone, it is suggested to be used along with Extra Skill Features.
Restrictions
Multi Hit Skills (for RMVX) by Logan Forrests is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.Please note, if you use this script you must provide credit to both myself and Mr G W due to his implicit involvement in its development and design.