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I'm surprised this hasn't been asked before. But I can't find it in the Master List.
See this?
"Experimento uses Revive." It's great to have someone reviving you. The problem is there is no dead enemy to revive. This enemy is basicly wasting a turn and losing mana for no reason. This happens with non-reviving spells too:
"Experimento used Heal." But everyone's HP is full already. It's the same as before.
Another problem is that the target of the spell is randomized, meaning that even if there is someone to heal, the spell might get used on someone that has full HP.
It would be very nice if someone could make a script that solves this. Having enemies use healing spells only if there is someone missing HP. You could, for example, make it so that if you write <healing> in the notetag, enemies only use it if there is someone to heal and only on enemies that are missing HP. I don't know. You're the genious mind here, I'm just a casul' who can't even script.
Thank you for reading. I hope someone will make my little wish come true *_*
Have a great day ^^
Solved: Use https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-restrictions/,
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-targets/
and https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-targets/ltp-conditions/
Put this in the notetags of reviving spells:
And this into the notetags of healing spells:
See this?
"Experimento uses Revive." It's great to have someone reviving you. The problem is there is no dead enemy to revive. This enemy is basicly wasting a turn and losing mana for no reason. This happens with non-reviving spells too:
"Experimento used Heal." But everyone's HP is full already. It's the same as before.
Another problem is that the target of the spell is randomized, meaning that even if there is someone to heal, the spell might get used on someone that has full HP.
It would be very nice if someone could make a script that solves this. Having enemies use healing spells only if there is someone missing HP. You could, for example, make it so that if you write <healing> in the notetag, enemies only use it if there is someone to heal and only on enemies that are missing HP. I don't know. You're the genious mind here, I'm just a casul' who can't even script.
Thank you for reading. I hope someone will make my little wish come true *_*
Have a great day ^^
Solved: Use https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-restrictions/,
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-targets/
and https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-targets/ltp-conditions/
Put this in the notetags of reviving spells:
<restrict eval>
gtdm = $game_troop.dead_members.size;
return false if gtdm > 0;
return true;
</restrict eval>
gtdm = $game_troop.dead_members.size;
return false if gtdm > 0;
return true;
</restrict eval>
And this into the notetags of healing spells:
<custom target: allies HP below 99%>
<restrict eval>
am = $game_troop.alive_members;
p = 0.99;
mh = am.select{|m| m.hp <= (m.mhp * p)};
return false if mh.size > 0;
return true;
</restrict eval>
'p' is the percentage of health the enemy needs to be at or below before the skill is enabled.
<restrict eval>
am = $game_troop.alive_members;
p = 0.99;
mh = am.select{|m| m.hp <= (m.mhp * p)};
return false if mh.size > 0;
return true;
</restrict eval>
'p' is the percentage of health the enemy needs to be at or below before the skill is enabled.
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