Increasing and Decreasing Heal rate from Equips

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Started by OM3GA-Z3RO 8 posts View original ↗
  1. Hi everyone! Okay I want to make a character which solely depends on his gear to be a certain role in the game.

    Like if I want to give him tanky gear he becomes a Tank role character or if you give him damage gear he becomes a damage dealer

    or if you give him healer gear he becomes a healer.

    I have come up with the idea that certain gear will increase his Heal% by a XX% when he wears healing gear and when he wears Tank or DD gear his heal% goes down, I checked to see if the RPGmaker has something like this and it has something a little similar but the one problem is that the Recovery Rate only effects on the user and not on the ally, is there a way that I can make his gear increase and decrease his healing rate from his equips without effecting the MAT(Magic) stat?
  2. Hey Omega.

    Do you mean the rate at which he can be healed?

     If so just adjust the SP-parameter REC. which is the recovery effect rate... I believe this changes the rate at which a character is healed by a recovery spel

    Or the rate/strength of the healing spells he uses to heal others?

     If this is the case then you would just have to do conditional checks in the damage bar of the healing spells if the player has a specific armor equipped then change the damage output.
  3. MAT only affects healing because the formula for the healing contains a.mat.


    Try a skill with a formula like (200 * a.pha), and have your gear affect the sp-parameter PHA (which normally only affects items, but you should be able to use that value in skill formulas as well).


    Your special class will need its own group of healing spells for this to work, but I see nothing that should prevent you from doing it this way.
  4. So Andar, if I put that formula in my healers spells and put the sp-parameter PHA in his gears that will increase his healing rate? So he will heal everyone more when he is wearing that gear than normally?
  5. I haven't tested that, but it should work that way - it might be that you need a minor script change if the sp-parameters can't be accessed from the damage formula, but I consider this unlikely.
  6. You can also use http://crystalnoel42.wordpress.com/2013/07/05/crystal-engine-extra-stats/ if you want to keep Pharmacology separate, and have the custom stat be called "restore" with a default of 100, a minimum of 0, and a maximum of 999 then have it so that the formula is

    100 + a.mat * a.xstat.restore You could also have every healing spell have the element of Healing then use Element Strengthen

    http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/element-strenghten/
  7. Tried Andar's method without scripts and it works like a charm, now I can truly make this character a 3 separate role character giving players to choose what they want him to be, thanks a mil for helping now this can be...

    CLOSED
  8. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.