Regen/poison based on stats rather then percentages?

Leah Prime

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Hi. I want to have a skill that causes HP regeneration based on the stats of the caster, rather then the Max HP of the recepiant.


EG: A skill that regenerates HP each turn based on the casters MATK stat, sort of like casting a cure spell at the end of each turn. But the amount of HP restored doesn't depend on the


receiving actors MHP at all, only the casters MATK. (Same with poison and damaging)


I searched through the master script list a bit, and I couldn't find any that would do this.


I guess I could make states that apply regeneration for various amount (have one state for every 5 percent or so), and have the skill calculate which state to apply based on the stat calculations using a very complicated damage formula, but that seems messy and annoying.


Is there a script I haven't found? Otherwise is there a cleaner way I can accomplish this? Thanks!
 

Leah Prime

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This script isn't working. When I run my game, it crashes with the message:


Script 'Slip Damage' Line 213 SyntaxError occured.


unexpected ':'


   VE_MINIMUM_SLIP_EFFECT ? base.to_ceil :  : base.to_i
 

Victor Sant

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This script isn't working. When I run my game, it crashes with the message:


Script 'Slip Damage' Line 213 SyntaxError occured.


unexpected ':'


   VE_MINIMUM_SLIP_EFFECT ? base.to_ceil :  : base.to_i
fixed it.
 

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