And now I'm back! So I decided to FINALLY work on the Disease coding and well....it's working a BIT better, but not the way I want it to yet.
As you can see, I have the Disease variable set up exactly as the stat bonuses, so as to keep the game from constantly increasing/decreasing HP. Now the problem is, I can't figure out how to set it so that whenever the HP falls at all, that the NEW Max HP becomes the CURRENT HP (while keeping the real Max HP somewhere else so that after Disease is removed, the character's HP is returned to normal). And from the looks of it, I won't be able to make it so that if the character dies while under Disease and is revived they'll revive with 1 HP. Sadness.
Though I wonder if it doesn't have to do with this...
Since it IS calling it every turn...and I'm trying to save space by not having 20-30 more battle events used up just for this status...I'm wondering if it's possible to do in the Common Events at all now?
In addition to this, somewhat related, I also started on the Weapon/Status Bless commands. I have a status for each element/status in the game, but there's one problem. It seems that the effect doesn't STAY on (for instance, sometimes while under the Fire status (to make the weapon Fire elemental), it'll either be the correct weapon or the default one. In addition, outside of battle it doesn't always adjust the weapon correctly either.
I have yet to work on Bubble status, but that'll be next too. x_x
For those who are not aware of these statuses, here you are:
Disease: Exactly from Final Fantasy XII. Basically, HP cannot be recovered after taking damage, and the character's current HP becomes their new Max HP. For instance, if a character has 1000 Max HP, and takes 500 damage, then they cannot recover above 500 HP until the status is cured, and their Max HP becomes 500 until the status is removed. If the character is KO'd and then revived, then their Max HP is 1. I'm sure this will involve quite a few coding stuff, but if it can be done, it'll make the game more unique I think. Does not override Bubble.
Bubble: From Final Fantasy XII. Doubles Max HP as long as status is on (and completely restores HP when cast from the spell). Will override Disease.
Those are the main two right now. There is also Freeze/Heat statuses as well that's not fully implemented (and I'm trying to avoid using battle events for each status if possible) but that's for another time.