YANFLY ENGINE ACE - CONVERT DAMAGE

RPG Maker VX Ace

Passive lifesteal and stuff!

  • YF
  • 12/22/2011 04:31 AM
  • 2129 views


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This script gives actors, classes, equipment, enemies, and states passive convert damage HP/MP traits. By dealing physical or magical damage (dependant on the type of attack), attackers may recover HP or MP depending on what kinds of convert damage types they have.



These notetags can go in actor, class, weapons, armours, enemies, and state noteboxes.

<convert hp physical: +x%>
<convert hp physical: -x%>

Converts any physical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.

<convert hp magical: +x%>
<convert hp magical: -x%>

Converts any magical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.

<convert mp physical: +x%>
<convert mp physical: -x%>

Converts any physical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.

<convert mp magical: +x%>
<convert mp magical: -x%>

Converts any magical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.





You may set certain skills and/or items to not trigger any converted damage effects. This is primarily used for things that wouldn’t make sense to have converted damage (such as throwing a bomb).

<no convert>

Prevents any kind of converted damage effects from being applied when this skill is used.





Set certain actors, classes, weapons, armours, enemies, or states to prevent converted damage effects from being applied. These notetags can go under any of the mentioned noteboxes:

<anticonvert hp physical>
<anticonvert hp magical>
<anticonvert mp physical>
<anticonvert mp magical>

Prevents attackers from converting damage of those particular types. All converted recovery effects of that type will be reduced to 0.

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