Any way to change the damage rate of poison?

Darth Equus

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Hope this is the right place to post this in. I'm using VX, not VX Ace.

I'm using a custom battle system in which the characters or enemies enter and execute their action right away as their turn arrives, in the order of their agility (Like in Final Fantasy X). Problem is, each time any character acts, this moves the turn "ticker" by one and anyone who is poisoned loses 10% of their total HP, instead of only when they act.

This means a boss that got poisoned right after taking its turn will lose 40 or 50% HP by the time their turn arrives again, after my characters act. This can make boss fights extremely easy, and gravely endanger the player instead of just placing a handicap on them.

So, not counting a script to modify the damage percentage of poison (and other damage over time states I want to add, like bleeding, corrosion and burn), is there any way to change this in VX's code? Like, to make it cause 5 or 2% damage per tick?

Thanks for any advice.
 

Devildimos

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You could make the poison tick flat values with a simple modify in the script Game_Battler.
In line 748 change
Code:
damage = -(mhp * hrg).to_i
to
Code:
damage = -(100 * hrg).to_i
That should make the values flat instead of %.

Oh... I just saw that it was for VX. not ace.
I think it uses the same code.
Press Ctrl+shift+F and search the first code.
 
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Darth Equus

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Well, that's the thing: I need a percentage to be effective, just not as high as 10% per tick. Will still try looking for that line, as per your suggestion.

Edit: Found this on line 990 of the Game Battler Script:

Code:
# * Application of Slip Damage Effects
  #--------------------------------------------------------------------------
  def slip_damage_effect
    if slip_damage? and @hp > 0
      @hp_damage = apply_variance(maxhp / 10, 10)
      @hp_damage = @hp - 1 if @hp_damage >= @hp
      self.hp -= @hp_damage
    end
Should I fiddle with the value where it says "(maxhp / 10, 10)"?
 
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Devildimos

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Code:
# * Application of Slip Damage Effects
  #--------------------------------------------------------------------------
  def slip_damage_effect
    if slip_damage? and @hp > 0
      @hp_damage = apply_variance(maxhp / 3, 10)
      @hp_damage = @hp - 1 if @hp_damage >= @hp
      self.hp -= @hp_damage
    end
Try this
 

Roninator2

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I don't believe you need to adjust the poison damage rate, but instead make a patch for the ATB script you are using.
Which you didn't mention. What is the Active Time Battle script you are using?
The patch will adjust for the enemies action not your players action.
Although I think there is something like that already somewhere.
 

Darth Equus

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It's a custom CTB-style system, actually. Going to try Devildimos' suggestion, as it seems to be what I need. (I need damage over time, just not as much per tick)
 

Darth Equus

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It worked! Thanks, Devildimos. I set the value at 25 and poisoned characters now lose 4% of their total HP every tick, which is a very reasonable rate. Now I can use DOT effects on bosses and tough enemies without cheesing those fights.
 

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