Last Updated: 2012.01.04
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Add-on: Area of Effect Add-On by SoulPour77
Sometimes, targeting one foe isn’t enough and targeting all foes is too much. The right mix in between would be area of effects to target only a certain area of foes. This script enables area of effect targeting to come in the forms of circular areas, column areas, row areas, and even the whole map. For those who worry about how enemies may get hit, this script also includes the ability to adjust an enemy’s hitbox allowing them to be targeted properly with area of effect skills and items.
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Skills and Items can have Area of Effect Targeting. Enemies caught within the area of Effect will be hit along with the target. In the screenshot above, the slimes around the left slime fall into the area of effect and will be targeted in addition.
<aoe radius: x>
Sets the radius of a circular Area of Effect to x. This effect is required to mark a skill or item as having an Area of Effect.
<aoe image: string>
Changes the image used for the circular Area of Effect marker to “string”. If this tag is not used, the Area of Effect will use the DEFAULT_CIRCLE image.
<aoe blend: x>
Changes the blend effect of the image to 0 – Normal, 1 – Additive, or 2 – Subtractive. If this tag is not used, the area of effect blend type will use the CIRCULAR_BLEND effect.
<aoe height: x%>
Changes the height of the Area of Effect range to x%. If this tag is not used, the Area of Effect height will be the DEFAULT_HEIGHT percentage.
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Area of Effects can come in the form of columns and strike all enemies that exist within that column area.
<aoe column: x>
This will cause the skill or item to have an Area of Effect with a width of x pixels wide. This effect is required to mark a skill or item as having a rectangular Area of Effect. Use this or <aoe row: x> or <aoe map>.
<rect image: string>
Changes the image used for the rectangular Area of Effect marker to “string”. If this tag is not used, the Area of Effect will use the DEFAULT_SQUARE image.
<rect blend: x>
Changes the blend effect of the image to 0 – Normal, 1 – Additive, or 2 – Subtractive. If this tag is not used, the area of effect blend type will use the SQUARISH_BLEND effect.
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Area of Effects can also hit a row of enemies. Any enemies within that row will also be struck.
<aoe row: x>
This will cause the skill or item to have an Area of Effect with a height of x pixels tall. This effect is required to mark a skill or item as having a rectangular Area of Effect. Use this or <aoe column: x> or <aoe map>.
<rect image: string>
Changes the image used for the rectangular Area of Effect marker to “string”. If this tag is not used, the Area of Effect will use the DEFAULT_SQUARE image.
<rect blend: x>
Changes the blend effect of the image to 0 – Normal, 1 – Additive, or 2 – Subtractive. If this tag is not used, the area of effect blend type will use the SQUARISH_BLEND effect.
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While no different than a scope that targets all enemies, the entire map can be targeted for an area of effect. This is actually helpful in visually telling the player that the skill hits everything.
<aoe map>
This will cause the skill or item to have an Area of Effect that spans the entire screen. This effect is required to mark a skill or item as having a rectangular Area of Effect. Use this or <aoe row: x> or <aoe column: x>.
<rect image: string>
Changes the image used for the rectangular Area of Effect marker to “string”. If this tag is not used, the Area of Effect will use the DEFAULT_SQUARE image.
<rect blend: x>
Changes the blend effect of the image to 0 – Normal, 1 – Additive, or 2 – Subtractive. If this tag is not used, the area of effect blend type will use the SQUARISH_BLEND effect.
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Change the hitboxes of your enemies if needed to ensure that Area of Effect skills and items are hitting them properly. This is mostly for the event that users may have battlers with lots of empty space. This will help narrow down where an enemy will actually be caught in if targeted by an area of effect.
<hitbox width: x>
Changes the hitbox for the enemy to x pixels wide. The wider an enemy, the more likely it is to be hit by an Area of Effect.
<hitbox height: x>
Changes the hitbox for the enemy to x pixels tall. The taller an enemy, the more likely it is to be hit by an Area of Effect.
<offset x: -x> <offset x: +x>
Changes the positioning of an enemy’s horizontal origin by x amount. By default, all enemies have a horizontal origin set at the center.
<offset y: -x> <offset y: +x>
Changes the positioning of an enemy’s vertical origin by y amount. By default, all enemies have a horizontal origin set at their feet.
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Here are some resources for you to use. Place these in your Graphics\Pictures\ folder within the project folder.
— And that’s all, folks! —
Hell yeah! :) One of the nicest scripts of all times in my opinion. I just LOVE AoE targeting circles. :D
Area of Effect was really useful in YEM and now I can utilize it again. Whoo-hoo!
Where will I put the images? In the Pictures folder?
Graphics/Pictures, yes.
Marvelous! Now we can implement more “group” type skills instead of the all-or-one approach.
Woot! Holy crap =)!!!! But I have a question.
Would you change so that the attack applied in the range can be displayed only by 1 time of animation?
thank you.
Hey,
When this script is used, the problem to which two attacks or more are no longer applied arises.
Please correct =(
2012.01.13 – Bug Fixed: AoE removing targets.
Wow!!Nice fixed.
Thank you bro.
sorry, I discovered the bug.
An area attack does not hit to two or more enemies in area.
Instead, several times of damages are applied to the enemy of one.
Would you correct?
Is there a way to make the positions of enemies be random on the map field?
I thought of another idea. Would it be possible for you to make the enemies move to different positions on the screen during battle?
IE: Slime A and Slime B are next to each other while Slime C is on the far right.
Would you be able to make them move slightly over time during the battle so that Slime A might end up near Slime C after so many turns?
This script might help:
http://himeworks.com/2013/04/enemy-re-position/
Yeah same bug for me as well. When your attacking one enemy with a spell that has a radius it casts the same spell twice. Could you fix this bug? I really like this script but find the double casting quite troubling.
Since Yanfly is taking a break, does anyone else here know how to fix it? I’m currently trying to get his script into my game, but a bugfix will be crucial, of course.
I have got a problem setting this up.
I simply cant figure out, what to put into the target branch in the skills window.
when i set to one enemy, the aoe skill only targets one foe, even if there are multible targets in the aoe-zone.
if i set it to all enemies, everybody is damaged, even those targets who are out of the zone. The circles/squares are displayed as on the screenshots.
I don`t use any other scrpits but yanflys battle engine and of course the target manager. skill notes look like this:
The targets hitbox is set up like on the screenshots of yanfly.
sorry i forgot the skill notes
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o.k. everything that looks like a code is faded in the blog, sorry for making so many posts.
Also tried to set the skillnotes as they are in the screen shot with the same result as reported above.
Reporting the same “1-target only” effect that stesc describes.
Or maybe I might just be missing something.
Anyone got ideas?
Ah, and yes, I did try it on a “clean slate” version with only the core, battle, target manager, and the aoe scripts put in. Still only affects the center target.
Same here
The script is not working 100% perfect for now, i guess we must wait for someone to complete it or release another version.
V 1.02 – Bug Fixed: AoE picking targets.
I still wish that enemies x/y on the battlefield could end up in different positions.
I wonder if it would be possible, to target actors with aoe-skills as well.
Would be cool for enemy skills and support/healing spells in side/front view battle systems
would it be possible to add splash damage?
The initial attack then a sub-followup. like a meteor crash then fireballs fall out, and deal like 50% damage to random aoe areas.
There is a way to limitate the max number of enemies that can be damaged?
For example, if the radio target 5 enemies, and the limit is 3, only damage 3 enemies.
Thanks you :)
Is it possible to display a animation only once? When setting it to “screen” it looks like it’s not hitting the target so that’s not really an option.
I’m waiting for a solution to this problem, too.
Might just have to wait and see.
I also don’t like that it casts multiple animations (like multiple bolts of lightning) for one skill. I think it would be better if say the animation would only show on the original target.
Hello, did anyone manage to find out how to make the animation go once and hit multiple targets? I’ve tried the Soulpure77 add-on but its still doing the animation on all the targets instead of the targeted target.
P.S: I’m trying to make a aoe skill where I trow a fire ball on a target and the fire splash hit the target in the area of effect. Help anyone:)?
Isn’t This script compatible with tankentai sideview battle system?
I know this is a old topic, and my english is too bad (I’m bralizian),
but this script isn’t working at my project.
Can anyone help me?