Reduce Actor's Max HP

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Amendment50

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Okay, I'll explain this as best I can.

I'm having two problems trying to customize the HP of my party.

I would like the max HP of all my characters to be 999. Simple enough. But I don't want them all to have the same HP stat. I can give them differing initial HP values, but they will all gradually build up to 999.

Instead, I would like characters to reach the cap long before they reach their final level. So a character might reach 999 HP at level 70, while another won't reach it until level 80. And I can't figure out a way to do this.

In addition, I can't use a script that changes the max HP in general because my enemies' HP will still need to go above 999.

There is probably a script like this out there already, but I have no clue where it is.

Thanks! :p
 

Shaz

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Do you want it to be a linear increase up to 999 for their specified level? Or should it have fast or slow growth? And would this be by actor, or by class?


I'll take a shot at this for you :)
 
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Tsukihime

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Can't this be done normally via class params?
 

Shaz

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I just looked at that - the Generate Curve goes from level 1 to level 99 - it does not let you select the start/end level range. So the only way you could do it there is to enter the value level by level. Yes, it could be done, but it'd be like pulling teeth :)
 

Tsukihime

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One way is to change how fast it grows and then once it reaches 999 just flatten the curve manually.
 

Selchar

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Simple enough to do I think, just ran some tests and it gets the desired result, just add and modify the following to your liking.

Code:
class Game_Actor < Game_Battler  #--------------------------------------------------------------------------  # * Get Maximum Value of Parameter  #--------------------------------------------------------------------------  def param_max(param_id)    return 999 if param_id == 0     # MHP    return 9999   if param_id == 1  # MMP    return 999                      # Other Stats  endend
Just set things up normally in the database and it'll be capped off automatically in game.
 
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Shaz

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So it's just a matter of generating the curve, changing the level 99 amount, until the 'special' level shows 999. Still a bit of trial and error to set it up, but easier than creating a script for it :)
 

Andar

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I just looked at that - the Generate Curve goes from level 1 to level 99 - it does not let you select the start/end level range. So the only way you could do it there is to enter the value level by level. Yes, it could be done, but it'd be like pulling teeth :)
 

So it's just a matter of generating the curve, changing the level 99 amount, until the 'special' level shows 999. Still a bit of trial and error to set it up, but easier than creating a script for it :)
You don't have to generate the curve, you can also "draw" it by clicking with the mouse into the window for the curve settings.


Granted, that depends on how good you are at keeping the mouse horizontal movement on a line while keeping the left button pressed - but you can always correct minor differenzes by clicking again.
 

Amendment50

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Simple enough to do I think, just ran some tests and it gets the desired result, just add and modify the following to your liking.

class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Get Maximum Value of Parameter #-------------------------------------------------------------------------- def param_max(param_id) return 999 if param_id == 0 # MHP return 9999 if param_id == 1 # MMP return 999 # Other Stats endendJust set things up normally in the database and it'll be capped off automatically in game.
This works perfectly. Thank you.
 

Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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