White Wind-type Skill

Radical

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I was Googling around for how to make a skill like White Wind in Final Fantasy, where a party member heals the party for ( their current HP ).

I've seen people suggest it's as simple as a.hp or b.hp, but I find with a.hp, once the caster heals themselves, the amount they heal for changes to reflect their new current HP, and with b.hp they heal each party member based on how much HP that member has at the time.

Is there any way to set it to check the caster's hp at the time of casting and heal everyone to that amount?  It seems like a variable could work, but I'm not sure how to set up a variable check within a skill.

Also is there any way to have a Life Draining weapon without a Vampire script?
 

Engr. Adiktuzmiko

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Well, you could do it if you set the target to simply User... then using the damage formula, heal the party first, then heal the caster
 

kerbonklin

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Set the a.hp to a variable, and use that in the damage formula as the heal amount. That way it stays static.

x = a.hp; xAs for your second question, as a weapon-specific thing, nope. But a vampire script shouldn't really cause compatibility issues with anything.
 
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Engr. Adiktuzmiko

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Set the a.hp to a variable, and use that in the damage formula as the heal amount. That way it stays static.

x = a.hp; xAs for your second question, as a weapon-specific thing, nope. But a vampire script shouldn't really cause compatibility issues with anything.
the damage formula is evaluated PER TARGET... that is why it uses the new HP of the caster as per his problem

that is why I suggested to make it target the user and utilize the formula to heal everyone in the party instead of a party target skill
 
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kerbonklin

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Ooooh. Wait but would that not show on the Battle Log or any damage popup scripts? (The others being healed)
 
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Engr. Adiktuzmiko

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It won't... but you can always force the battle log to show texts... else you'd need to find a script that lets you run things before the per target item/skill application is done so you can set a variable to the HP value...
 

Radical

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So just like \v1 = a.hp; \v1

Just like that?

Edit:

Ah, I'm running Yanfly's scripts, so it shows me the amount being healed.

And if you'll forgive the foolish question, what's the modifier to do that through the formula? (After I change the target to User)
 
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Engr. Adiktuzmiko

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\v is an escape code for text... it doesn't work on the formula

just do something like

Code:
x=a.hp;$game_party.battle_members.each {|ac|ac.hp+=x};0
tag it with Yanfly's anti skill fail so that it won't show a failed message
 
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Radical

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I'll have to get that script to get it to show properly, but it seems to be working as intended now, thanks!

Though I still have to have the scope set to Party rather than just The User or it will only heal the User.  :
 

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if you used the formula I gave you, it should work with just using User (it should only be user anyways, else it will heal X times)
 

Radical

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I copied the formula exactly as you gave it, but when I set it to User it only heals the User, when I set it to All Allies it heals everyone once.

I'm using Yanfly's Ace Core System and Yanfly's Ace Battle Script if that might have something to do with it.
 

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that's weird, because the formula loops thru ALL battle members and heals them... oh well, I guess as long as you got it to work it's fine
 
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Zevia

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I'd be curious to see if there's another way to get this to work, too.

While Adiktuzmiko's method does appear to work, it also causes health bars to start displaying decimal places (which is very strange). I also use Victor's Damage Popup script, and it would be nice to have the healing popup when the ability is used.
 

Engr. Adiktuzmiko

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if it shows decimals, just do this: x=a.hp.to_i


if you know how Victor's call the pop-ups then maybe you can do it manually... I did that with Yanfly's pop-ups
 
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Radical

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Upon further testing, I find it still doesn't work quite right.

Having seen more instances of using it while the caster's HP is low, I find that while having it set to User, it still only heals the caster, while having it set to All Allies it does heal each party member.

I wonder if Yanfly's script is throwing it off...
 

Engr. Adiktuzmiko

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which yanfly's scripts do you have? though it shouldn't matter...


and by doesn't heal, you mean their HP really don't heal or you just don't see a pop-up?
 

Radical

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No, you're right, it is restoring HP when set to User, I'm just dumb, sorry.

Though, it seems to also be reviving dead characters as an unintended side effect.

Also it doesn't seem to heal everyone right away, it seems like one or more characters don't get their heal until they perform their action.

I'm using Yanfly's Ace Core Script and Yanfly's Ace Battle System
 
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Engr. Adiktuzmiko

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it should be healing them... you might just not be noticing it, probably like the refresh method for the actor not running, which you can simply force if needed... as for the dead part, you can always check first if the member has death state
 
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Radical

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Yeah like I said, it does heal them, it just doesn't register on some characters right away (I'm not sure how to force it) and it definitely seems to be reviving dead characters, I'm not sure how to stop that from happening.

Thanks for all your help by the way Adiktuzmiko, I'm still really new at this.  I've done a few totorials but some of the trickier stuff is hard to get one's head around.
 

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Hmmm... by register, you mean it's not reflected right away on the HUD? hmm... the set accessor of hp seems to be refreshing the actor, so I guess it's simply the battle UI that isn't... you could try to put this on an extra script

Code:
module RADICAL  def self.heal(caster)    x = caster.hp    $game_party.battle_members.each do |mem|      if not mem.state?(1) # 1 is the death state        mem.hp += x      end    end    if SceneManager.scene_is?(Scene_Battle)      SceneManager.scene.ref_status    end  endendclass Scene_Battle  def ref_status    @status_window.refresh   endend
then on your damage formula, just put
Code:
RADICAL.heal(a)
and hopefully that will refresh it correctly
 
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