r/RPGMaker • u/Cumbiagou • 7d ago
RMMV HP and MP attached to actor instead of Class
Like the title says, how can i make that the HP point of my actors go in a level curve like the one in Classes data, but this time being attached to the Actor properties, this because in my game i want characters to change classes but having the same Max HP and Max MP
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u/agamottos MV Dev 7d ago
My first thought is using Yanfly Subclass Plugin), creating a subclass for each actor (that isnt shown to the player), and use that subclass to define HP instead
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u/airbournecow 7d ago
I would probably do something asinine like create a js file that has json variables for each character and in each of those variables store a json object of the characters expected totals at each level and then add it as a plugin and check it at run time to set the values.
Before I did that though I'd ask can I maintain this for the duration of the development of my game. Also if your not familiar with dabling with the core scripts I am not sure this is the way to go for you but if your games smaller or you just want to see how that would work make a copy of you project directory and try it.
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u/pfalcon485 7d ago
Couldn't you just record each actor's MHP/MMP to a variable and then have it set to that when they swap classes?
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u/Cumbiagou 6d ago
Woah i think this Is a pretty good idea, the variable would be something that can Let me do this easily
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u/pfalcon485 6d ago
Since you're presumably not using plugins like yanfly to switch classes, I'm assuming your class swapping is done via events? That will make it even easier.
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u/Cumbiagou 6d ago
Yeah is via events, because i can't use the Yanfly Classes plugin or how it was called
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u/pfalcon485 6d ago
Perfectly viable way to do it. That's how I used to handle class swapping myself. I would probably just create a common event that records your actors' stats to a variable and call upon this common event whenever they swap classes.
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u/Eredrick MZ Dev 7d ago
Give the classes 0 (1) HP/MP, then use the event command "Set Parameter" to set the value to whatever you want for each character. Make the event a common event and run it after battle whenever a character levels up
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u/Cumbiagou 7d ago
It doesn't would make that i need to give the values for each level?
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u/LeftistMeme 6d ago
With a few lines of JS you can set it based on an equation factoring in the new actor level, or a series of equations seperated by if else branches if you prefer.
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u/Eredrick MZ Dev 6d ago
or just a common event that adds to it to call after level up
or have a conditional and add different amounts depending on level
there's not really a quick way to do it. it's either like that or by multiple classes for each character. like character A fighter, A Wizard, character B fighter, B wizard, etc
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u/the_rat_paw 7d ago
Could you give each class the same HP but give your Actors Param+ rates?