K.O. by slip damage doesn't work in playtest, but it does in the battle test?

CriticalCrazy

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I checked the "K.O. by slip damage" box and I used events in the battle test to see if I could die from poison/slip damage, and I could, but when I engaged the battle through an event in the overworld playtest It always stopped at 1. I turned off "remove at battle end" on the poison and walked around but it still stopped at 1. I can't imagine it's a common event that I made because they only turned on and off switches, and common events don't have any effect in battles. Is my game just corrupted or something? I've had my rpgmaker 2003 game get corrupted in an equally inconveniencing way.
 

TheoAllen

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Are you referring that you can not get K.O when you're on the map? Or are you saying you can't get K.O in the battle scene using normal playtest?
 

Shaz

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You haven't given your actors an immortal state, have you, or some other state that resists Death?
 

CriticalCrazy

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You haven't given your actors an immortal state, have you, or some other state that resists Death?
I raised the damage to -99% HRG and it killed him, I guess 1% wasn't enough to count as 1 damage when their health is less than 100. Well is there a way to make it guarantee one damage at least? Don't stress it though, I don't have much of a problem raising it's damage.
 

TheoAllen

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Why are you ignoring my question?
 

CriticalCrazy

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Why are you ignoring my question?
I read down to Shaz's response and clicked back to rpgmaker because he suggested a fix, and I went searching a bit and found the reason for my problem. I completely forgot about your question after I responded and just closed the page.
 

TheoAllen

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Code:
class Game_Battler
  def regenerate_hp
    damage = -(mhp * hrg)
    if damage > 0
      damage = damage.ceil if damage < 1
      perform_map_damage_effect if $game_party.in_battle
    end
    @result.hp_damage = [damage, max_slip_damage].min
    self.hp -= @result.hp_damage
  end
end
The script you need for at least it damages 1. Put it as a new script.
 

CriticalCrazy

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Code:
class Game_Battler
  def regenerate_hp
    damage = -(mhp * hrg)
    if damage > 0
      damage = damage.ceil if damage < 1
      perform_map_damage_effect if $game_party.in_battle
    end
    @result.hp_damage = [damage, max_slip_damage].min
    self.hp -= @result.hp_damage
  end
end
The script you need for at least it damages 1. Put it as a new script.
Ah! Thank you man, this is awesome.
 

Wavelength

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Just to clear up a misconception: HRG is based off of Max HP, not current HP, so unless their Max HP was less than 100 (maybe even 50), it should never round to 0.
 
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