VX ace map HRG

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I've been playing around with weapons and various armors having HRG. However, the HRG effects work outside battle as well. Is there a way to turn off HRG effects outside of battle?
 

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I've moved this thread to RGSSx Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.



By default, no. It will take a script to pull it off I'm afraid.
 
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I'm honestly very surprised by the amount of things that seem so easy to do, that are impossible with VX Ace.
 

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What is HRG?
 

TheoAllen

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Health ReGeneration. There are two approaches of this.

First is to remove "turn end on map". It's the map version of turn end from battle. Meaning, your state that applied on actor will also expired if you set expiration by turn. By default, it's 20 steps is equal as one turn. To do this, insert this script
Code:
class Game_Actor
  def turn_end_on_map
  end
end
Second approach is to remove HRG only, and force to set it to zero when not in battle. The turn end on map is still there, but it just won't do anything to regeneration rate. To do this, insert this script
Code:
class Game_Actor
  def hrg
    return 0.0 unless $game_party.in_battle
    return super
  end
end
Also, I have a habbit of too lazy to test these. So you can try these which works best (or not).
 
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Health ReGeneration. There are two approaches of this.

First is to remove "turn end on map". It's the map version of turn end from battle. Meaning, your state that applied on actor will also expired if you set expiration by turn. By default, it's 20 steps is equal as one turn. To do this, insert this script
Code:
class Game_Actor
  def turn_end_on_map
  end
end
Second approach is to remove HRG only, and force to set it to zero when not in battle. The turn end on map is still there, but it just won't do anything to regeneration rate. To do this, insert this script
Code:
class Game_Actor
  def hrg
    return 0.0 unless $game_party.in_battle
    return super
  end
end
Also, I have a habbit of too lazy to test these. So you can try these which works best (or not).
After testing both, it seems like neither scripts did anything to effect gameplay. I'm not sure if the placement of the scripts would effect how they ran (I just placed them after the main process script)
 
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Well I suppose I found my own solution to the issue. After looking through the game_actor script I edited the number of steps it takes for the effect to active to a number so ridiculously high that no one would ever take that many steps. Its definitely over 9 billion steps. Although I think this works, unless you know a way to make the number of steps equal false.
 

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unless you know a way to make the number of steps equal false.
The first solution is actually remove the method, so the method of turn end on map is empty, i.e, it does nothing.
But if increasing number of step works on your side, then good.
 

Kes

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@Industrial Gamer No script placed after the Main script will run, ever. They should be placed below 'Material' and above 'Main'.
 
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@Industrial Gamer No script placed after the Main script will run, ever. They should be placed below 'Material' and above 'Main'.
That is actually what I meant, a small miss-wording on my part. While I can't really write scripts, I do understand how the scripting works and I dabble a bit. Although, this issue has been resolved and this thread can now be closed. Thanks for your time and help guys.
 
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