Advice on Possible Skill Core Healing Ability Mods for Ghost Damage and Full Team Recovery (RESOLVED)

Status
Not open for further replies.

BreakerZero

Veteran
Veteran
Joined
Jul 8, 2018
Messages
923
Reaction score
394
First Language
English (USA)
Primarily Uses
RMMV
So I ended up adding in Yanfly's Skill Core awhile back to accommodate a design specification involving one-off assistants (like in Final Fantasy 3) and I noticed a rather annoying quirk in regard to certain battlefield functions with the default configuration. So I was wondering if there's any way to change parameters or mod the scripts (in both the skill core and otherwise) to share the healing abilities with the entire party at the time of decision-making instead of simply being all or one, in addition to effect negation in the case of ghosts, bones and zombies.

Any ideas?
 

ramza

Lunatic Coder
Veteran
Joined
Jan 28, 2013
Messages
781
Reaction score
492
First Language
English
Primarily Uses
RMMV
Your description of what you're looking for is... very confusing to say the least. It sounds to me like you want an ability to share incoming healing on an actor with all other actors. This can be done using another plugin from yanfly, Buffs and States Core. You'd employ a custom state effect that happens when a heal is dealt to the afflicted target, which grabs a group of his/her allies, and then restores a percentage of the heal amount to all of them, and excludes undead allies.

Since your description was so... confusing, I'm not actually sure if this is what you're looking for, so I will hold off on going through the effort of showing you specifically how it would be designed until you can confirm.
 

BreakerZero

Veteran
Veteran
Joined
Jul 8, 2018
Messages
923
Reaction score
394
First Language
English (USA)
Primarily Uses
RMMV
What I actually mean is for the all enemies and all allies to work for both healing and attack (and apparently it only shows up for the latter case). As for negation, that means recovery counts as damage when healing skills are used on dry bone enemies, or on ghosts, zombies etc. which I thought would be rather self-explanatory by now.
 

ramza

Lunatic Coder
Veteran
Joined
Jan 28, 2013
Messages
781
Reaction score
492
First Language
English
Primarily Uses
RMMV
Alright.
For your first thing, you want this plugin:
http://www.yanfly.moe/wiki/Selection_Control_(YEP)
This allows you to tag certain skills as being able to be cast on enemies or allies, instead of limiting them to one or the other.
Your second thing requires this yanfly plugin:
http://www.yanfly.moe/wiki/Element_Core_(YEP)
Using this plugin you can make actors or enemies (or states on enemies) 'absorb' elements. Set all of your healing spells to a specific element, and then 'absorb' it on undead enemies, and they will take damage from them.
 

BreakerZero

Veteran
Veteran
Joined
Jul 8, 2018
Messages
923
Reaction score
394
First Language
English (USA)
Primarily Uses
RMMV
Small update on my progress. I'm not going to be able to test the design changes on the ghosts of the past until I finish retesting to that point again, seeing that my rebranding and plot overhaul essentially required a fresh start from the very beginning of the game. But I can at least confirm that I now have the healing working as intended.... well, almost as intended.

This should probably be obvious by now, but there's a very important restriction that I haven't mentioned yet. Specifically, I don't in any way intend for the most powerful healing skills in the game to be able to have any sort of enemy targeting. That would be way too cheap, of course... and not to mention that it's either a 100% recovery or a revival from knockout for these specific variants. So basically speaking, the implementation of a party-specific design for the highest levels of healing is the last thing on my list of improvements to the battlefield skill interface.

EDIT: I would also like to have some sort of reduction in the effect per target when shared among multiple recipients (and that's for both damage and healing).
 
Last edited:

ramza

Lunatic Coder
Veteran
Joined
Jan 28, 2013
Messages
781
Reaction score
492
First Language
English
Primarily Uses
RMMV
Well, the selection control plugin I already linked you has the ability to tag specific skills as being able to be switched between ally and/or enemy or not, so either tag the healing spells you want to be able to hit enemies as being able to do so, or set all skills as being able to do so from the plugin parameters, and tag your mega heal spells as being ally only using note tags.
Your edit is also covered in the Selection Control plugin. A plugin parameter called 'disperse damage' causes single target spells to split their effect across multiple targets when cast on multiple targets at the same time. If a heal would do 100 healing to one target, it will instead do 25 healing to four targets. There are note tags in the plugin to enable this for each individual spell, as well, so if you plan to have some spells not be affected by this, leave this plugin parameter off, and set the specific spells that you want to be weaker when used on multiple targets via the note tag instead.

The other thing is that this effect might not work properly if your mega healing spell is just a 100% heal, heck, elemental damage absorb may not even make it work to cause damage to undead targets correctly. In that case, I'd recommend using the damage formula to cause a 100% heal, instead of the effects box. This way, the damage dispersion has an actual number to go off, to make it weaker, rather than just 100% heal everyone.

target.mhp
If you put the above in the damage formula box, it will cause a 100% heal to the target. If you multiply it by a float value (target.mhp * 0.75) it will be a percentage of max hp healed. As mentioned, using the damage formula instead of the effects box will ensure that the healing is properly split when the skill is cast on multiple targets rather than just on one.
 

BreakerZero

Veteran
Veteran
Joined
Jul 8, 2018
Messages
923
Reaction score
394
First Language
English (USA)
Primarily Uses
RMMV
Intended to mention this by now, however this is officially implemented and tested upon its specification so I can move on from this. And thanks again for the input on the matter.
 

MushroomCake28

KAMO Studio
Global Mod
Joined
Nov 18, 2015
Messages
3,729
Reaction score
4,685
First Language
English
Primarily Uses
RMMZ

This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Don't forget, aspiring writers: Personality isn't what your characters do, it is WHY they do it.
Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
The biggest debate we need to complete on which is better, Waffles or Pancakes?
rux
How is it going? :D
Day 9 of giveaways! 8 prizes today :D

Forum statistics

Threads
106,049
Messages
1,018,547
Members
137,835
Latest member
yetisteven
Top