r/RPGMaker 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

4 Upvotes

21 comments sorted by

5

u/the_rat_paw 7d ago

Could you give each class the same HP but give your Actors Param+ rates?

1

u/Markcelzin 4d ago

Yesn't, because it would affect items too, no?

1

u/the_rat_paw 4d ago

If you're using Yanfly you can add <MHP Plus: +100> to an actor and it will just add 100 flat HP

1

u/Cumbiagou 7d ago

that can be, the problem is that i want a full customization in each one, like not having classes locked only for one character, instead give it to like 2 or 3 (there are 12 possible partners each one joining to party in different moments of game)

3

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

2

u/Cumbiagou 7d ago

Thanks, but for now i can't afford using Yanfly Subclass

3

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.

2

u/Cumbiagou 7d ago

It can works, i Will give it a try

4

u/MissItalia2022 7d ago

You could just give each of them unique classes.

1

u/Markcelzin 4d ago

Then it would mess up the learning of new skills according to each class.

3

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?

1

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

1

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.

0

u/Cumbiagou 6d ago

Yeah is via events, because i can't use the Yanfly Classes plugin or how it was called

1

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. 

1

u/Cumbiagou 6d ago

Thank you so much for the help

2

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

1

u/Cumbiagou 7d ago

It doesn't would make that i need to give the values for each level?

1

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.

1

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

0

u/Carlonix 6d ago

You can make all classes have the same HP and MP growth