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OverlordMao

[XP/Solved]RMXP Absorbing Skill

Question

How do I make a skill that heals the user by half the amout of damage delt (Rounded Up) in RMXP?

Ex: Bat uses skill Vampire Bit on Actor 1. Actor 1 takes 48 Damage. Bat (Should) heals 24 HP.

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I found a script that makes the skill absorb a while ago (along with a few other sweet ones, such as "The less HP you have the more damage this skill does", and "The more gold you have the more damage is done to the enemy", yes there is one skill that gets weaker everytime you save, but oh well). About 50 powerful skills that need scripts, and I can't make one work :(, go figure. I'm just trying to figure out how to put the scripts into a game, yes it needs more then one to work. One script is the Absorb skill, the others.... I think they make sure the Absorb skill works or something like that. I tried making a new game with the scripts, but I can't get it to work. I could post the link to download it in the next post here if you want it to try and figure it out, or in a PM until further notice.

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Okay, I think I got this thing figured out, or at least something close to what you are wanting I hope. First make 4 skills(or however many or the max number of monster you will ever have on the screen at the same time.) Name ALL of the skills the same thing, example would be Vampire Bite. Also, make a new State and name it somehting like V Drain and make it nonresistant. For this example, let's give each of our Vampire Bite skills a power of 150. Have each skill cause a V Drain state on the target. Now we make a common event, name it whatever you like and have our skills call it. Here is what to put in that common event:

 

Make three variables, name them Force, A Atk Pwr, and B PDef

Set Force to 150 (skills atk power)

Set A Atk Pwr 100(or whatever your monsters attack rating is, and NOT his strength)

Make four different Conditional Branches. Have the first one check if Actor 1 is infilicted with V Drain, the second if Actor 2 is inflicted, so on so forth. In each condition, if it returns true, for example, if Actor 1 has V Drain, set the variable B PDef to Actor 1's B PDef. If Actor 2 has V Drain, set the variable to Actor 2's PDef, and the same for Actors 3 and 4.

Take variable Force and add variable A Atk Pwr

Take B PDef and multiply by 100, then divide by 200.

Take Force and subtract BPDef.

Take Force and divide by 2.

Change Enemy 1's HP by an increase with variable Force being the value.

 

Now, remember when I told you to make four of the same skill? The reason why is that last event. When you make your monster, make four identical ones. Use the top monster in the list for when you want him all the to the left in a troop, and the bottom monster for when you want him all the way to the right. Now, copy the common event we just made four times, and make the only change be the last part so that there is one event for each enemy slot(1,2,3 and 4). Have your first Vampire Bite skill call the first Common Event, the skill the second Common Event, so on so forth. This should make it so that when your monster uses this skill he should get ABOUT half of the damage he delt.

 

Oh yes, before I forget, don't forget to make the V Drain State always dissapear after 1 turn.

 

I think that should do it, let me know if you have any questions or problems.

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Dude, I was going to post here and ask if this could be done without scripting (I thought it could), but instead you came up and wrote this amazing guide.

 

Well done, nsigman!

 

I didn't try it but I read it all the way through and it makes perfect sense.

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