There are 2 ways I found to do this:
1) Scripting. Story script will do.
+: flexible, can setup it the way you want.
-: damage numbers wont be shown overhead

2) Deal damage with Status_HEAL with negative number. There is a tab for vitality%based heals.
+: easy to setup, just apply that status with your skill ExtraProperty
+: damage numbers overhead
-: damage numbers may look strange



A basic example with story script.
Will deal 10% hp damage each time a status YOUR_STATUS is applied.

IF
CharacterStatusApplid(_Character,"YOUR_STATUS",_)
AND
CharacterGetHitpointsPercentage(_Character,_CurrentHP)
AND
IntegerSubtract(_CurrentHP,10,_NewHP)
THEN
CharacterSetHitpointsPercentage(_Character,_NewHP);

Description:
line#1: triggers when a status YOUR_STATUS is applied to any character
#2: checks current HP of a target and saves it to _CurrentHP variable
#3: subtract 10 from _CurrentHP and saves to _NewHP variable
#4: sets target HP to new value

Of course there should be more conditions, like checks if target has HP left > 0, and kill it if it has <0 left after apply,
or some target checks (is it dead, is it enemy, etc.), but thats the idea.

If you find a better way to do it - lemme know plz =)

Hope that helped

Last edited by Module 003; 03/02/18 08:47 AM.