IntroductionHello! I'm looking for a healing weapon script. Because several people misunderstood it so I'd like to say no, it's not absorb/vampiric weapon.
My English is not really good so I would try my best to explain what I need.
Thanks a ton! :)
What I would like it to do.The healing weapon works just like normal weapons. It damages the enemy but it also heals player who equipped it x HP each attack turn (In my game, player equipped healing weapon gains 10 HP each attack turn).
How I would like it to work
- The script use actor ID and weapon ID to define the healing weapon.
- It has a module so that I could list the healing weapons IDs.
Scripts I'm using now
- Weather script by Ccoa
- Multiple Fogs by Game_Guy
- Heretic's Modular Passable scripts + Super Event Sensor
- Particle Engine by arevulopapo
- MOG Animated Panorama XP V2.1
- Damage Images by Game_Guy
- Two-Handed Weapons by RPG Advocate
There's a script in Tons of Add-ons (http://forum.chaos-project.com/index.php/topic,105.0.html) that consumes actor's HP/SP with a normal weapon attack (HP/SP Crush, in Part 2). As the script's description states (in bold):
Quote
# This add-on allows you to make weapons consume HP/SP for each attack. The
# attack will not be executed if there are not enough HP or SP. The actor can
# use up all SP and/or all HP (except 1) for an attack to succeed. If you use
# negative values in the configuration, the stats will be restored instead of
# consumed.
Quote from: KK20 on August 05, 2017, 02:55:28 am
There's a script in Tons of Add-ons (http://forum.chaos-project.com/index.php/topic,105.0.html) that consumes actor's HP/SP with a normal weapon attack (HP/SP Crush, in Part 2). As the script's description states (in bold):
Quote
# This add-on allows you to make weapons consume HP/SP for each attack. The
# attack will not be executed if there are not enough HP or SP. The actor can
# use up all SP and/or all HP (except 1) for an attack to succeed. If you use
# negative values in the configuration, the stats will be restored instead of
# consumed.
Thank you! Btw, Is it possible to make the consumed/restored HP number show up in battle scene?
Just need to add one line to the method in the script:
current_battler.hp -= reqs[0]
current_battler.sp -= reqs[1]
current_battler.damage = (reqs[0] != 0 ? reqs[0] : (reqs[1] != 0 ? reqs[1] : current_battler.damage)) #<===== This line
@status_window.refresh
Will probably not display the correct amount if you have a poison state or some other script that heals/damages the attacking battler since they will most likely overwrite the damage value.
Thanks a lot! :)