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- Dec 1, 2014
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Hey guys! As you know, the HP drain in RMVX by default doesn't take into account the Recovery parameter of the battler. I'd like to fix that.
I'm not much of a scripter, but I figured that I can do this by overriding the make_damage definition under Game_ActionResult. Here's what I did: (Note, only one line was edited, the rest are still the same.)
I'd like to fix it so that the initiating battler's REC parameter is used instead. Any help will be appreciated!
I'm not much of a scripter, but I figured that I can do this by overriding the make_damage definition under Game_ActionResult. Here's what I did: (Note, only one line was edited, the rest are still the same.)
Unfortunately, instead of using the initiating battler's own Recovery parameter, that code uses the target battler's Recovery parameter instead, which obviously makes no sense.class Game_ActionResult
#--------------------------------------------------------------------------
# * Create Damage
#--------------------------------------------------------------------------
def make_damage(value, item)
@critical = false if value == 0
@hp_damage = value if item.damage.to_hp?
@mp_damage = value if item.damage.to_mp?
@mp_damage = [@battler.mp, @mp_damage].min
@hp_drain = @hp_damage if item.damage.drain?
@mp_drain = @mp_damage if item.damage.drain?
@hp_drain = (([@battler.hp, @hp_drain].min)*@battler.rec).to_i #Edited line
@success = true if item.damage.to_hp? || @mp_damage != 0
end
end # class Game_ActionResult
I'd like to fix it so that the initiating battler's REC parameter is used instead. Any help will be appreciated!

