ProtoflareX 6 Posted December 31, 2012 (edited) Do these two not interact with each other? I want an enemy in my game to do a certain amount of damage with a draining skill, but heal for much more than just the amount of damage dealt. I thought this would be possible by increasing the PHA rate on the enemy which to my understanding boosts the effects of healing, but it doesn't seem to work as I thought it would. Is what I'm trying to achieve possible? Edited December 31, 2012 by ProtoflareX Share this post Link to post Share on other sites
Look over there 0 Posted December 31, 2012 (edited) By default, it seems that PHA only applies if the healing was done by an item. Go look at Game_Battler, line 570 in the script editor. You can probably comment out the 'if item.is_a?(RPG::Item)' if you want PHA to apply for all sources of healing. Edit: Wait, sorry, I don't think I actually answered what you're looking for. For draining skill, the quick & dirty idea I have is go to line 409. Try multiplying the @result.hp_drain by user.pha Edited December 31, 2012 by Look over there Share this post Link to post Share on other sites
Victor Sant 273 Posted December 31, 2012 (edited) Since Ace have no "Elemental Absorb" there's no way pharmacology to interact with it. If you have any Element absorb feature, it's added by custom scripts, so will depend on how this element absorb script was coded. Edited December 31, 2012 by Victor Sant Share this post Link to post Share on other sites
ProtoflareX 6 Posted December 31, 2012 By default, it seems that PHA only applies if the healing was done by an item. Go look at Game_Battler, line 570 in the script editor. You can probably comment out the 'if item.is_a?(RPG::Item)' if you want PHA to apply for all sources of healing. Edit: Wait, sorry, I don't think I actually answered what you're looking for. For draining skill, the quick & dirty idea I have is go to line 409. Try multiplying the @result.hp_drain by user.pha Unfortunately this did not work =(. I'll simply have to find another way to try and work around this. Thanks for trying to help though. Share this post Link to post Share on other sites
Radiant Arin 412 Posted January 1, 2013 If you wanted to increase the amount absorbed from the skill, then you would probably need to increase that enemy's ATK or MAT, whichever applies to the situation, or make a state that increases the amount of damage that absorb inflicts. For example, you make a state that increases the Absorb element by 200%, and that will double the amount of damage that absorb does. I'm not sure if this is what you want, but I've used this technique before; just giving off some friendly help. Share this post Link to post Share on other sites
Wren 179 Posted January 1, 2013 I think he wants the attack to do X damage, but instead of healing the monster for x*0.5 or something it instead heals X*5, so that it dramatically heals for much more damage than was caused to the character party. I don't know if elements or states will help on this since the damage is calculated on the attack, and I don't know if the healing part takes into account any states or elements on the enemy/monster. Share this post Link to post Share on other sites
ZombieBear 66 Posted January 1, 2013 Wouldn't this use the REC SP parameter? That's the multiplier for healing through magic; the higher it is the more you are healed. Works kinda' like the PHA stat. Try changing the SP parameter for REC to 200% for that enemy and see if it takes effect. Share this post Link to post Share on other sites
+ Titanhex 284 Posted January 1, 2013 Exactly what ZombieBear has said, the REC special parameter is what you're looking for. If it doesn't provide you with the solution then you can do a custom formula: n = (damage formula here);a.hp += n*2;n Share this post Link to post Share on other sites