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Oh boy, here I go posting in this forum again!
So I want to make multiple poison-like effects in my game (similar to how in the Aveyond series, there's multiple kinds of damage over time effects [Poison, Toxic Poison, Weevils, Plague]). The issue I've run into is I don't know how to make it so that the slip damage, as it's called, varies between the four (or more. I'm planning on adding a bleed effect that's weaker than Poison). I know where it's calculated, Game_Battler_3 for in battle, though I'm unsure if the same region of code also effects - affects?... English is weird- the slip damage outside of battle. Probably, considering wherever slip damage is mentioned in the scripts, there's no equation for damage other than in Game_Battler_3.
The line of code I'm looking at is around line 319 in Game_Battler_3:
I kind of know what I need to do to make what I want work: make it so that depending on the state's ID, the equation is different. In short, I need to attach an ID to an equation.
I just don't quite know how to do it, and I might need to edit the other scripts where slip damage is mentioned for it to work, but I'm not sure.
So I want to make multiple poison-like effects in my game (similar to how in the Aveyond series, there's multiple kinds of damage over time effects [Poison, Toxic Poison, Weevils, Plague]). The issue I've run into is I don't know how to make it so that the slip damage, as it's called, varies between the four (or more. I'm planning on adding a bleed effect that's weaker than Poison). I know where it's calculated, Game_Battler_3 for in battle, though I'm unsure if the same region of code also effects - affects?... English is weird- the slip damage outside of battle. Probably, considering wherever slip damage is mentioned in the scripts, there's no equation for damage other than in Game_Battler_3.
The line of code I'm looking at is around line 319 in Game_Battler_3:
Code:
#--------------------------------------------------------------------------
# * Application of Slip Damage Effects
#--------------------------------------------------------------------------
def slip_damage_effect
# Set damage
self.damage = self.maxhp / 10
# Dispersion
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# Subtract damage from HP
self.hp -= self.damage
# End Method
return true
end
I just don't quite know how to do it, and I might need to edit the other scripts where slip damage is mentioned for it to work, but I'm not sure.

