Recovery Rate and HP Regen

Zevia

Veteran
Veteran
Joined
Aug 4, 2012
Messages
640
Reaction score
353
First Language
English
Primarily Uses
RMMV
I have a state that reduces recovery rate to 0%. It works just fine against direct healing that's calculated in an ability or with items, but it doesn't stop HRG. For example, I have a state that's set to HRG * 3%, and even if the state that applies REC * 0% is on, the target will still recover that 3% HP.

Does anyone know how I might stop HRG without counteracting it with a DoT?
 

kerbonklin

Hiatus King
Veteran
Joined
Jan 6, 2013
Messages
1,726
Reaction score
275
First Language
English
Primarily Uses
RMMV
REC and HRG are two completely different features and are checked/worked in completely different methods. If you want REC to affect HRG when it is at 0%, then you will need a scripted solution.

The way REC works, when a skill/item is invoked with a healing effect (or negative damage / absorbed), it acts as a multiplier for the healing.

The way HRG works, at the end of every turn when states are updated, it will apply the +% heal on the battler. Also on maps states will update after a few steps and will apply the +% heal on the actor. (If it's a negative % then it lowers their HP instead of course)
 
Last edited by a moderator:

Zevia

Veteran
Veteran
Joined
Aug 4, 2012
Messages
640
Reaction score
353
First Language
English
Primarily Uses
RMMV
Can you think of a way to apply hit point regeneration on a skill that could be affected by reducing recovery rates without using a script?

EDIT: If not, a solution might just be to make my skill that applies a 0% recovery state also remove any regeneration states, but this is less than ideal.
 
Last edited by a moderator:

kerbonklin

Hiatus King
Veteran
Joined
Jan 6, 2013
Messages
1,726
Reaction score
275
First Language
English
Primarily Uses
RMMV
EDIT: If not, a solution might just be to make my skill that applies a 0% recovery state also remove any regeneration states, but this is less than ideal.
That's actually a pretty solid solution, as long as those states being removed ONLY effect regeneration.
 

Zevia

Veteran
Veteran
Joined
Aug 4, 2012
Messages
640
Reaction score
353
First Language
English
Primarily Uses
RMMV
Well, the ability in question also boosts defense to 115%, but for the parameters of how the skills work in my game, I wouldn't be terribly bothered to still have it removed.

Basically, I'm designing a boss who occasionally uses an ability called Bulwark that boosts his defense and regens 3% HP for 3 turns. One of the actors has an ability called Deadly Wound that they can only use when transformed, which is probably about 25-30% of the time - and even then, they typically only get to use a couple attacks before reverting back to normal form. So using Deadly Wound is a pretty big commitment of turns and resources (especially since other abilities could do more damage or apply other states).

I was hoping that the player could either simply do enough damage to chew through Bulwark, causing the battle to simply last a little bit longer, or they could use Deadly Wound to stop its healing effect.

Now, because Deadly Wound is, in short, a sort of "finisher" in a "combo point" system (that's not how it works, but it's the easiest way to think of it), I wouldn't exactly be against giving it the ability to remove Bulwark entirely. But I'd like the player to be able to proactively apply Deadly Wound and prevent Bulwark from healing later, too - that is, if Deadly Wound were applied, and THEN the boss used Bulwark, it wouldn't heal him until Deadly Wound fell off. It also would still allow the 115% defense boost from Bulwark to still function, as well.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

People3_5 and People3_8 added!

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

Forum statistics

Threads
105,868
Messages
1,017,083
Members
137,583
Latest member
write2dgray
Top