Mega Man 8-Bit Deathmatch Forum

【SUGGESTION】Heal API
Stardust Motion • April. 21, 2026, 3:40 AM
April. 28, 2026, 5:58 AM (Edited by Stardust Motion) Copy Link
Taking damage triggers event scripts, on which modders can hook effects or alter the final damage's value

How about making the same for heal?
v6b standardized "core_HealScript" script for heals, which apply prosperity rune to heals using it.
Could let modders register scripts that will trigger upon core_HealScript call. Pseudo code:

script "core_HealScript" (int amount)
{
int baseAmount = amount;
foreach(script in registeredScripts)
amount = ACS_NamedExecuteWithResult(script, baseAmount, amount);
SetResultValue(HealScriptFunc(amount));
}


Example of uses
> Effects that increase/reduce healing taken
> Track healing done (i.e for team round contribution)
> Display an accurate pop-up number of the heal amount received

Can help with implementation if needed


2026/04/28 edit : also, a parameter to heal by flat instead of %mhp could be a little extra
ACS_NamedExecuteWithResult("core_HealScript", 5) // heal 5% of user's maxHealth
ACS_NamedExecuteWithResult("core_HealScript", 5, true) // heal a fixed 5
Weird demon doin' code things.
Weird demon doin' code things.
April. 21, 2026, 4:17 AM Copy Link
Seconded. I would really like easier accessibility when it comes to conditional healing rates, like some classes/flags letting you heal less than if you were another class/not holding the conditional flag and this sounds like a relatively safe way to do so.