- Joined
- May 19, 2015
- Messages
- 62
- Reaction score
- 2
- First Language
- Italian
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Hi guys and girls,
I'd like to add this feature to my game that I hope it's not to difficult.
I've searched through the board and the msl and I've found anorher injury system but that's not what I wanted.
I've added this injury system in my game in which after being hit, a state might be inflicted which reduces the character's maxHP.
The default rmvxa output would be the hp gauge actually reduced of a certain percentage but the amount of damage inflicted will be overwrite.
But I'd like to keep the damage while reducing the maximum.
For example:
if a character has 100 hp and has being hit for a 15 hp of damage(85/100) and now has an injure "burn"(there are different injuries) which reduces maxHP by 25%.
The default output would be: 75/75
What I want is: 60/75 (the maxHP have been reduced but the damage inflicted hasn't disappeared.)
Also this applies to slip damage:
I like the default calculate which reduces HP every turn by a percentage of the maxHP but if a character gets injured, slip damage will:
(In the default output) reduce hp based on the new maxHP i.e. 10% of 75, 7.5 each turn.
(In what I want) reduce hp based on the actual maxHP i.e. 10% of 100, 10 damage each turn.
Also I'd like to have a graphical output too.
The green gauge of hp gets a part of it in red(which indicates the amount of HP that can't be recovered until injury is healed)
For example:
You recover 15 hp so you reach 75/75.
In the default output: Hp gauge is fully recovered(even if you still miss that 25%)
In what I want: HP gauge is recovered until reaches the red part of it which can't be recovered.
I should also state that I have yanfly enemy hp bars so the same should work for enemies too.
Also multiple injuries might be inflicted so the red bar cannot be fixed to a 25% but it could change between all of hp bar.
I hope I've explained the request correctly.
As always I accept any tip or opinion on this feature and you can add any option you think it might turn this script more usable for everyone.
Thanks in advance for anyone who'll read and answer this and sorry for my bad english(I'm native italian).
Cheers
I'd like to add this feature to my game that I hope it's not to difficult.
I've searched through the board and the msl and I've found anorher injury system but that's not what I wanted.
I've added this injury system in my game in which after being hit, a state might be inflicted which reduces the character's maxHP.
The default rmvxa output would be the hp gauge actually reduced of a certain percentage but the amount of damage inflicted will be overwrite.
But I'd like to keep the damage while reducing the maximum.
For example:
if a character has 100 hp and has being hit for a 15 hp of damage(85/100) and now has an injure "burn"(there are different injuries) which reduces maxHP by 25%.
The default output would be: 75/75
What I want is: 60/75 (the maxHP have been reduced but the damage inflicted hasn't disappeared.)
Also this applies to slip damage:
I like the default calculate which reduces HP every turn by a percentage of the maxHP but if a character gets injured, slip damage will:
(In the default output) reduce hp based on the new maxHP i.e. 10% of 75, 7.5 each turn.
(In what I want) reduce hp based on the actual maxHP i.e. 10% of 100, 10 damage each turn.
Also I'd like to have a graphical output too.
The green gauge of hp gets a part of it in red(which indicates the amount of HP that can't be recovered until injury is healed)
For example:
You recover 15 hp so you reach 75/75.
In the default output: Hp gauge is fully recovered(even if you still miss that 25%)
In what I want: HP gauge is recovered until reaches the red part of it which can't be recovered.
I should also state that I have yanfly enemy hp bars so the same should work for enemies too.
Also multiple injuries might be inflicted so the red bar cannot be fixed to a 25% but it could change between all of hp bar.
I hope I've explained the request correctly.
As always I accept any tip or opinion on this feature and you can add any option you think it might turn this script more usable for everyone.
Thanks in advance for anyone who'll read and answer this and sorry for my bad english(I'm native italian).
Cheers
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