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Full Version: Making slip damage (poison state) do less damage per turn?
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Alex898
I feel like it takes off way too much damage a turn, especially against bosses. Is there an effective way to lower how much damage slip damage does per turn? I was toying around in the games script and the most I could get was it to do like 50 less damage, which is nothing when bosses are hit with 5000 damage per turn from poison later in the game x_x

For what it's worth, i'm also using the tankentai battle system.
Logan110
I bolded the main damage calculation.

Game Battler 3

def slip_damage_effect
# Set damage
self.damage = self.maxhp / 10
# Dispersion
if self.damage.abs > 0
amp = [self.damage.abs * 15 / 100, 1].max
self.damage += rand(amp+1) + rand(amp+1) - amp
end
# Subtract damage from HP
self.hp -= self.damage
# End Method
return true
end
Alex898
Yeah I tried changing it a bit and it didn't work so I think it has something to do with the tankentai battle system. I changed that line of the tankentai battle system and it slipped "999050" damage o_O. So now i've messed myself up somehow cuz now whenever i test the battles it does that absurd amount of damage, even though i've changed all of the scripting back to it's original way (both the default script and the tankentai script). Anyone know why it's doing that?

EDIT: Nevermind I got it back to doing the default damage, but no matter what direction i tinker with these numbers all it does is more damage for some reason :-/

Here is the part of the battlesystem script regarding slip damage:

def turn_ending
for member in $game_party.actors + $game_troop.enemies
member.current_action.clear
next unless member.exist?
member.slip_damage = false
actor = member.actor?
for state in member.battler_states
member.remove_state(state.id) if state.extension.include?("ZEROTURNLIFT")
end
damage = 0
for state in member.battler_states
next unless state.extension.include?("SLIPDAMAGE")
for ext in state.slip_extension
if ext[0] == "hp"
base_damage = ext[1] + member.maxhp * ext[2] / 100
damage += base_damage + base_damage * (rand(5) - rand(5)) / 100
slip_pop = ext[3]
slip_dead = ext[4]
slip_damage_flug = true
member.slip_damage = true
end
end
end
if member.slip_damage && member.exist? && !slip_damage_flug
damage += member.apply_variance(member.maxhp / 10, 10)
slip_dead = false
slip_pop = true
slip_damage_flug = true
member.slip_damage = true
end
damage = member.hp - 1 if damage >= member.hp && slip_dead = false
member.hp -= damage
member.damage = damage if damage > 0
member.perform_collapse if member.dead? && member.slip_damage
@spriteset.set_damage_pop(actor, member.index, damage) if slip_pop
@spriteset.set_stand_by_action(actor, member.index) if member.hp <= 0 and not member.dead_anim
member.dead_anim = member.dead? ? true : false
end
Logan110
Oh I remember where to edit. Tankentai's sbs actually has a place to edit the slip damage really easy.

SBS Config

Line 1372
when 2 # Poison
return ["SLIPDAMAGE"]
This tells the game what state inflicts slip damage


8 lines below this tells you how to define damage of each state that has slip damage.
Alex898
Oh wow it's right there, it even explains in the script you can change it there and it worked, I got it to do less damage. I feel like an idiot now lol, thank you!
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