How do you fully restore your actors HP and MP at the end of every battle?

DeyJay5

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I want to be able to have all of my party members HP and MP restored at the end of every battle automatically. How do you do this?
 

Kes

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[SIZE=10.5pt]If it's an evented encounter, you can just use the "Full Recovery" command in the first tab of the events command window (under the actors tab)[/SIZE]

[SIZE=10.5pt]If it's a random encounter, you'll have to add the "Full Recovery" command in the troops page of the database, giving it to spawn at 'End of Battle'.[/SIZE]
 

DeyJay5

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[SIZE=10.5pt]If it's an evented encounter, you can just use the "Full Recovery" command in the first tab of the events command window (under the actors tab)[/SIZE]

[SIZE=10.5pt]If it's a random encounter, you'll have to add the "Full Recovery" command in the troops page of the database, giving it to spawn at 'End of Battle'.[/SIZE]
Thanks
 

Wavelength

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As far as I know you can't have an event spawn at the "End of Battle" in VX Ace without a script.

Use Vlue's script, as linked above, or check out my own "Heal After Encounter" script for something a little more flexible.
 

Andar

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You don't need a script, a battle-triggered parallel process is enough.


1) define a switch of your choice as "Battle in Progress".


2) in every troop, add a troop event set to be executed at turn 0 only and only containing the command "control switch ON for the battleswitch from 1)


3) in Database, make a new common event as a parallel process triggered by that switch


4) add only two commands to that parallel process: full recovery and after that "control switch OFF" for the switch.


Finish - it will work unless you changed the engine a lot with scripts. It doesn't even make a difference if you're using random or evented encounters, it'll work fo both.
 

Wavelength

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You don't need a script, a battle-triggered parallel process is enough.

1) define a switch of your choice as "Battle in Progress".

2) in every troop, add a troop event set to be executed at turn 0 only and only containing the command "control switch ON for the battleswitch from 1)

3) in Database, make a new common event as a parallel process triggered by that switch

4) add only two commands to that parallel process: full recovery and after that "control switch OFF" for the switch.

Finish - it will work unless you changed the engine a lot with scripts. It doesn't even make a difference if you're using random or evented encounters, it'll work fo both.
Ah, okay, yeah, you could do it this way, which works pretty well without script use - but it does require adding the troop event to every troop in the game.
 

Bex

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First Turn of Battle set Switch On.

After Battle a Common Event which has that Switch as Condition can run 1Time with your Code and than deactivate the Switch and thatway itself.
 

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