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- Jan 12, 2014
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I have a character who can transform into a bear mid battle. I've set this as a state and her max HP goes up by 160%.
I want to make it so that when she transforms, the percentage difference of her normal form's hp correlates to the new hp, if you get what I mean.
For example, say in normal form her max hp is 100 and she has been damaged so that her current hp now sits at 75. There is now a 25% difference between her current hp and her max hp. When she transforms into a bear her max hp will rise to 160. Currently all I can do is have her current hp stay at 75 or it all heals up to 160, but what I really want it to do is to increase up to 120 so that there is still only a 25% difference between max hp and current hp.
I tried having a common event where it sets a variable for her current hp and multiply that by 1.6 then to heal hp amount set to that variable, but it didn't accept decimals and it made her heal fully anyway.
I want to make it so that when she transforms, the percentage difference of her normal form's hp correlates to the new hp, if you get what I mean.
For example, say in normal form her max hp is 100 and she has been damaged so that her current hp now sits at 75. There is now a 25% difference between her current hp and her max hp. When she transforms into a bear her max hp will rise to 160. Currently all I can do is have her current hp stay at 75 or it all heals up to 160, but what I really want it to do is to increase up to 120 so that there is still only a 25% difference between max hp and current hp.
I tried having a common event where it sets a variable for her current hp and multiply that by 1.6 then to heal hp amount set to that variable, but it didn't accept decimals and it made her heal fully anyway.

