Original Source
- Original title: Chug! Chug! Chug! (multiple potions at once)
- Original author: Convict24601
- Original date: September 14, 2022
- Source thread: https://forums.rpgmakerweb.com/threads/chug-chug-chug-multiple-potions-at-once.151285/
- Source forum path: Game Development Engines > RPG Maker MZ Support
Summary
Hello fellow forum-goers! I have a character who generates items (potions) by using specific skills. I'd like to create a skill that has variable effects based on how many items are used at once. The skill I'm trying to make is a self heal that uses up to 4 of these items at a time. At 1 it heals 25%, at 2 it heals 50%, at 3 it heals 75% and at 4 it heals 100%. Currently it calls a Common Event (cunningly called Potions) that checks the number currently...
Archived First Post
The skill I'm trying to make is a self heal that uses up to 4 of these items at a time. At 1 it heals 25%, at 2 it heals 50%, at 3 it heals 75% and at 4 it heals 100%.
Currently it calls a Common Event (cunningly called Potions) that checks the number currently held. If 4 it adds a State called Heal 100% that adds the Ex-Parameter HP Regeneration +100% and then removes -4 potions. Each item less than 4 reduces the healing by 25% (each a different State with the Ex-Parameter HP Regeneration + whatever %).
It works. Kind of. The problem is the healing hits at the very end of the turn, because it's a Regen effect. Does anyone know how to do this so the healing hits immediately? Another problem is it can be used even if there are 0 potions in the inventory (it currently pops up a text window that says it can't be used, oops).
There has to be an easier way to do this, right? I'd love to hear any ideas ya'll have. Thanks in advance! Protected download
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