Decreasing Hp or Mp overtime in battle?

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Started by Theguysayshi 11 posts View original ↗
  1. In my game, I’d like to have a poison state that decreases Hp or Mp my a percentage every second in battle.

    So far, I’ve tried doing this by creating a parallel processing common event that decreases Hp/mp per second, but this only works outside of battle, I’d like it to work in battle. Preferably, I’d also like to players to be able to see the Hp/mood bar drain overtime when fixable during battle too.

    Any ideas on how to implement this? Any help is much appreciated.
  2. are you referring to MP/HP or MMP/MMP? If the former, then the best way would be to make a poison state, and have the state set HRG/MRG to a negative number. This doesn't decrease every second, but it does decrease every turn.
  3. Benja said:
    are you referring to MP/HP or MMP/MMP? If the former, then the best way would be to make a poison state, and have the state set HRG/MRG to a negative number. This doesn't decrease every second, but it does decrease every turn.

    Just HP/MP.
    I am aware you can set a state to decrease HP or MP every turn, but I’d like it to decrease every second (maybe see the bar drain in real time?) So far I can do this outside of battles with a parallel process, not in battles. Thanks for your help though!
  4. Himeworks global common event seems to do the trick, although I couldn't get the bars to update in real time, but the bars do update whenever a selection is made or any general interaction happens.
  5. You'd have to use an ATB battle system and have tick effects (DoTs and HoTs) do damage or healing every second.
  6. JGreene said:
    You'd have to use an ATB battle system and have tick effects (DoTs and HoTs) do damage or healing every second.

    Thanks! Would you be willing to point me in the right direction on how to do this?
  7. I haven't used VX Ace in such a long time. There are a few different ATB systems out there for it, but I wouldn't know which one would be best for you.
  8. Let me present the problem of having this in your project. First, the code.
    Code:
    class Scene_Battle
     
      alias update_basicx update_basic
      def update_basic
        update_basicx
        $game_party.update
      end
     
    end
    
    class Game_Party
      def update
        members.each {|m| m.update_rt_hrg }
      end
    end
    
    class Game_Actor
      def update_rt_hrg
        if state?(2)
          self.hp -= 1 
          SceneManager.scene.refresh_status
          if $imported["YEA-BattleEngine"]
            SceneManager.scene.status_redraw_target(self)
          end
        end
      end
    end
    I use state 2 as an example. You can try it on your own.

    First, each frame update will reduce the actor's HP by 1. So one second it will be reduced by 60. You might not want it. So you might need to think the reduction rate. On one second or 60 frames, how much the HP will be actually reduced?

    Second, repeatedly redrawing HP bar is time consuming and may cause lag. This can't be fixed without reworking almost entire window actor status. So you need a custom HUD as well to make the process more efficient.

    Third, during the attack animation, it will also be reduced. The longer the animation is, the more draining the state. Are you sure you want this to happen?
  9. Just tested and it works as intended. Thanks! This is more or less the idea I wanted. I realize the potential of the draining taking place even during animations, and that's completely fine.

    Although I'd like the decrease to happen every second instead of every frame. Is is possible to alter the delay time?
  10. Line 19, change it to
    Code:
    if state?(2) && Graphics.frame_count % 60 == 0
    I'm such lazier, probly some of scripters would scold me.
  11. Excellent, this is just what I need. Thanks a bunch you guys ^^