Mega Man 8-Bit Deathmatch Forum
【SUGGESTION】Heal API
Stardust Motion • April. 21, 2026, 3:40 AM
April. 21, 2026, 5:08 AM (Edited by Stardust Motion)
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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:
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
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 sourceTID) // optionally, could specify the heal source's TID
{
int baseAmount = amount;
foreach(script in registeredScripts)
amount = ACS_NamedExecuteWithResult(script, baseAmount, amount, sourceTID);
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
April. 21, 2026, 4:17 AM
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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.