I have discovered a facet of the default way that Ace handles the regen function which I don't like.
The Help file clearly states that the HRG, MRG and TRG restores at the end of each turn. However, I've discovered that walking around does the same thing as Ace considers that to be a 'turn'. The end result is that if you walk around between visible encounters you can heal yourself.
I know how to correct this with 2 small edits directly to the default scripts, but that's not best practice to alter them, so I am asking if someone can do a little stand alone snippet which does it.
The 2 places where the edits would be if I were doing it directly are as follows:
In Game_Battler
Between the section "Processing at end of turn" and the section "Processing at end of battle" Add (at around line 804) this new section.
The second place is in Game_Actor where there would be an addition to line 631 so that it reads:
I hope this is clear.
Thank you.
The Help file clearly states that the HRG, MRG and TRG restores at the end of each turn. However, I've discovered that walking around does the same thing as Ace considers that to be a 'turn'. The end result is that if you walk around between visible encounters you can heal yourself.
I know how to correct this with 2 small edits directly to the default scripts, but that's not best practice to alter them, so I am asking if someone can do a little stand alone snippet which does it.
The 2 places where the edits would be if I were doing it directly are as follows:
In Game_Battler
Between the section "Processing at end of turn" and the section "Processing at end of battle" Add (at around line 804) this new section.
Code:
#--------------------------------------------------------------------------
# * Processing at End of Turn EDIT MAP no regenerate_all
#--------------------------------------------------------------------------
def on_turn_end_map
@result.clear
update_state_turns
update_buff_turns
remove_states_auto(2)
end
Code:
#--------------------------------------------------------------------------
# * End of Turn Processing on Map Screen
#--------------------------------------------------------------------------
def turn_end_on_map
if $game_party.steps % steps_for_turn == 0
on_turn_end_map
perform_map_damage_effect if @result.hp_damage > 0
end
end
Thank you.
Last edited:
