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Tsukihime's Heal Effect accidentally resurrects

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Tsukihime's Heal Effect accidentally resurrects
  • Original author: Kes
  • Original date: March 15, 2014
  • Source thread: https://forums.rpgmakerweb.com/threads/tsukihimes-heal-effect-accidentally-resurrects.25007/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

I am using Tsukihime's Effect Manager, which can be found here: http://dl.dropboxusercontent.com/u/23043573/RPG%20Maker/RMVXA%20Scripts/Effect_Manager.txt One of the effects I have is for healing the whole party.  Unfortunately, it doesn't have a way of checking to see if the actors are alive or dead, and therefore gives dead character their share of the HP, in effect resurrecting them.  This is a nice effect, which I will use (with higher MP), but I would also like a vanilla healing effect.  Can someone tell me what to amend/insert in order for the effect to check if...

Archived First Post

I am using Tsukihime's Effect Manager, which can be found here: http://dl.dropboxusercontent.com/u/23043573/RPG%20Maker/RMVXA%20Scripts/Effect_Manager.txt

One of the effects I have is for healing the whole party.  Unfortunately, it doesn't have a way of checking to see if the actors are alive or dead, and therefore gives dead character their share of the HP, in effect resurrecting them.  This is a nice effect, which I will use (with higher MP), but I would also like a vanilla healing effect.  Can someone tell me what to amend/insert in order for the effect to check if the actors are alive, and only apply healing to them?

This is the effect in question.  The def item section is written as it is because I am using Yanfly's Battle Engine Script which stores the HP in a different variable from the default script.  I don't think that tweak will affect my basic question.

Effect_Manager.register_effectdrain_share, 2.0)class Game_Battler < Game_BattlerBasedef item_effect_drain_share(user, item, effect) drained = @result.instance_variable_get@stored_hp_drain) (user.friends_unit.members - [user]).each {|mem| mem.hp += drained mem.result.hp_drain = drained mem.make_damage_popups(mem) } endendThanks

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