Make an alignment group that sees Actors and Enemies as its enemy. Make it lifeless. If you want, you can also make this group consider itself as an enemy (chain reaction explosions).
Create a skill that hits all enemy targets and is shockwave.
Post this below BABS:
class Map_Battler < Game_Character
def use_skill(skill, forced = false, after_death = false)
# remove last hpdamage and spdamage values
@battler.hpdamage = @battler.spdamage = 0
# if can use the skill
if skill_can_use?(skill.id, forced, after_death)
# get combo id
combo_id = BlizzABS::Skills.combo(skill.id)
# if combo id is valid and not currently in a combo
if combo_id != 0 && @combo == nil
# create combo
@combo = BlizzABS::Combo.new(combo_id, self)
# return used
return true
end
# set last action
@battler.last_action = ["skill", false]
# execute skill
result = $BlizzABS.skillitem_process(self, skill)
# effectiveness
effective = (result || charging? && !charged?)
# if used or charging up and about to discharge
if result
# set frame penalty
set_action(self.skill_penalty(skill.id))
# skill consumption effect
skill_consumption(skill)
# call common event
common_event_call(skill)
# set usage animation
set_usage_animation(skill)
# set sprite animation
set_sprite_animation(BlizzABS::SPRSkill, skill_sprites?, skill)
# set up user damage display if necessary
user_damage_display
# reset action
self.reset_action
# if discharged
elsif charging? && charged?
# reset action
self.reset_action
end
# effective
return effective
end
# not used
return false
end
alias call_babs_orig_use_skill use_skill
def use_skill(skill, forced = false, after_death = false)
if skill.is_a?(RPG::Skill)
call_babs_orig_use_skill(skill, forced, after_death)
else
call_babs_orig_use_skill($data_skills[skill], forced, after_death)
end
end
def skill_can_use?(id, forced = false, after_death = false)
if (forced)
# If low SP, incapacitated, or silent and non-physical, can't use
return $data_skills[id].sp_cost <= @battler.sp && (!@battler.dead? || after_death)
($data_skills[id].atk_f != 0 || @battler.restriction != 1)
end
return @battler.skill_can_use?(id)
end
end
Make a dummy enemy in your database (gives no EXP or items and has low stats, except perhaps STR and ATK).
In the map event, choose an enemy you wish to represent and set its group to this new one we made. In event list, use 'Script' and do the following line:
e = $game_map.events[@SELF]
e.use_skill(SKILL_ID, true, true)
where SKILL_ID is your explosion skill.