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So I tried putting it in ver batum. Unlike all of my attempts this past month, it resulted in a crash. That's a good thing cause usually when I futz with it nothing happens. Any result at this point is a good result.
The crash looked like this:
Script 'Game_Battler' line 749: NameError occurred.
undefined local variable or method 'poison' for
#<Game_Actor:0xbf0629c>
The exact code that dictates healing over time (and thus poison) looks like this:
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
As you can see, Poison as an effect is reverse healing, which itself is reversed damage. I have been grasping at straws here and you are the closest thing I have found to help. You can find the code at around line 745 in the Game_Battler section of the script editor.
I don't really keep this guide updated anymore, but this can be resolved by just making sure that there's a minimum (probably 1) that the poison does. I haven't worked with RPG Maker VX Ace or Ruby in years, but if you know where poison damage is calculated, you can do the following to make it deal at least one damage, assuming the variable 'poison' is what the original calculation is, and 'damage' is the amount that we're going to unheal the player:
damage = [1, poison].max
This way you'll never get a number below 1.
I have other goals with scripting, such as producing a Spells Per Day system, but I know that Skills and Items are very closely related by default and share most of their code, so having "Charges" of a Spell that depletes one at a time on use should be a simple task for a simpleton like me.
If there's anything you want me to specifically write about, I could try to get something one for it.