Open seibaby opened 7 years ago
Assassin: "if you're interested in the "why":
because there's only one "current damage" and one "current healing" word for each entity in battle, a move that wants to do both HP and MP refills resorts to manually refilling the target's MP, as opposed to doing it through the fractional damage function.
speaking of that function, it does damage or healing by (Spell Power/16) of the target's HP (or MP). normally, that's current HP/MP. should the command be Item (think Elixir, Megalixir) or the attack has the "Only hit the dead" property (think Life,etc), it uses max HP/MP instead. Pep Up probably should have been among these exceptions, but i can't think of an easy way to accomplish that without some ugly hardcoding.
afaik, the "1" you're seeing is for HP, and for the reason you described.
fwiw, RPGOne's retranslation has "Kill caster/Restore an ally's HP" for the description of "Fusion" (aka Pep Up), which supports your stance that the curHP nonsense is wrong."
My "spell property bit that causes fractional damage to use target's Max values instead" patch could come in handy here.
If an enemy or a character uses Pep Up on itself/himself, just before the caster's gets banished, he'll recover one point of... something. I think it's either 0 HP turned into 1 HP, either 1 MP, which equals Pep Up's casting cost. Regardless, Pep Up's supposed to zero the caster's HP and MP. Yet, when self-targetted, the caster's MP's recovered completely.