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View Full Version : Add a "/Heal" Command to Adventuring Fellows.



Karbuncle
03-26-2012, 07:37 AM
Okay, Lets first start by what brought me to this idea.

I'm in Zeruhn Mines playing with Shattersoul, Using Carbuncle for Favor, and i bring out my NPC, who is a healer type. After a while, I've built up max favor, and my NPCs low on MP, So i go to heal. Then i remember, I can't heal with a pet out.

So now i have two options, Release carby and break my Favor to heal my NPC, or Continue on with no MP for my NPC. I'll chose healing my NPC's MP. But this got me to thinking...


*The Idea:
What I was thinking is, When you click on your NPC you have the option to Talk and Disband, amongst other things. Would it be possible to add a "Heal" Command. This command would then trigger your NPC To heal until it reaches full HP, or MP, based on its current Job. If its a DD Class, It will heal to full HP, if its a MAge, Full MP, if its a tank, Full Both.

Or, A Second Idea, the Heal option would be similar to disengage, You can toggle it right. One is "Heal HP", the other "Heal MP". Once its done healing, It will get up, and run to your position on its own.

This adjustment is two fold. When you're soloing with your NPC and it runs out of MP, Its a drag, You can still solo without it, but you sure do love its Haste and Cures. So it would be nice even as a Non-SMN job. That way, You could command your NPC to "Heal Up", and continue to solo while it does so.

Thats my Idea, would really help Adventuring fellows in my opinion. Thanks!

Dragoy
03-26-2012, 02:41 PM
Yeah, I always thought this should be possible, even in the early days.
It would definitely be nice, and useful, even more so now as I don't really have the need to /heal myself so it is just pointless down-time.

Would also like to be able to toggle if they should engage or not (you know, just like mages usually tend to not do that, and it would be...for their own best at times, too, even if set out to be damage dealers).

What I find weird, is that I didn't mention it in a certain compilation thread... here:

Adventuring Fellow suggestion compilation: Ideas for your partner in Arms.
Blubb ! !! !

Lyandra
03-27-2012, 12:52 AM
I wouldn't mind those options at all, Fellowship NPCs badly need a way to restore their MP, and their HP to a lesser extent. What I'd like to see though is either gear with NPC: Adds Refresh effect/Regen effect, preferably attached to the Signal/Tactics pearl themselves. That way there's more reason to carry an inventory -1 slot item outside of the 40+ seconds you wear it to call the NPC. And then, that way the NPC can continue to do its thing without having to break your stride every 3 mins so they can heal their MP...

Another alternative would be craftable medicines like Potions/Ethers/Elixirs (that stack!!) which can heal said NPC. There's nothing's worse than having your NPC KO from a spell or TP move that you can't avoid and waste a charge on a Pearl. :( And I mean we have Dawn Mulsums now for the four pet jobs, so it's not like it's not already there.

As a worst-case scenario, they could apply the AI logic from Campaign "healer" NPCs to Adventuring Fellows, so that when they drop below critical percentage they'd automatically drop to a /heal and restore MP. I don't know if it could only work when you weren't engaged or not however, as I'd like a little control over when the NPC heals and doesn't. But at this point any means for them to recover MP at this point would be a bonus! :o

Bulrogg
03-27-2012, 01:54 AM
It would be nice if we could trade them temp/items to use that we get from GoV boxes.