after some tinkering Ive learned something id like to share.. maybe it isn't new to this community but its new to me.
i dont like using % health for poison id rather do flat numbers..so..
in game_battler there is a function to regenerate hp each turn..
Code:
def regenerate_hp
damage = -(mhp * hrg).to_i
perform_map_damage_effect if $game_party.in_battle && damage > 0
@result.hp_damage = [damage, max_slip_damage].min
self.hp -= @result.hp_damage
end
复制代码
so this is taking your max health * health regeneration.. which is a percentage meaning 1% is actually 0.01
if you change Mhp to 100.. you multiply the percentage back into whatever number it would of been in the setup screen..
so -10% health regen is now -10 health regen.. as in 10 damage per turn.
if you want to go above 100 damage per turn its easy.. just add another one with up to 100 each time. want to go way above 100?
change the code to multiply hrg by 1000 instead!
Im pretty happy about just how simple the solution ended up being.