ACE HP or SP Recovery Rates
ACE HP or SP Recovery RateFinal Version
For Actors, Enemies, Items, Skills, States
by Kyonides
Introduction
By default the VX ACE engine offers you 1 Sp-Parameter to alter the HP and the SP Recovery Rates.
This script lets you keep their increase rates separate!
Just read the embedded comments in the script below to learn how to use it.
The Script
Ruby:
# * ACE HP or MP Recovery Rates *
# Scripter : Kyonides Arkanthes
# v1.0.0 - 2024-02-13
# Just leave a Note Tag in the corresponding Note Box.
# Valid for Actors, Enemies or Items or Skills or States.
# For HP or MP Only. Normally, you would only need 1 of them!
# It is applied to damage calculation whenever a recovery item is being used.
# Use the REC Sp-Parameter for the other value instead.
# - Examples:
# <hp recover 1000>
# <mp recover 1000>
# <hp recover 0.5>
module HpMpRec
RECOVER_HP_NOTE_TAG = /<hp recover (\d+[.]?\d*)>/i
RECOVER_MP_NOTE_TAG = /<mp recover (\d+[.]?\d*)>/i
def find_recover_note(type)
note_tag = type == :hp ? RECOVER_HP_NOTE_TAG : RECOVER_MP_NOTE_TAG
@note
$1.to_f
end
def hp_recover
find_recover_note(:hp)
end
def mp_recover
find_recover_note(:mp)
end
end
class RPG::BaseItem
include HpMpRec
end
class Game_Battler
def states_hp_rec
states.inject(0.0) {|n, s| n + s.hp_recover }
end
def states_mp_rec
states.inject(0.0) {|n, s| n + s.mp_recover }
end
def item_effect_recover_hp(user, item, effect)
rec_rate = db_unit.hp_recover + item.hp_recover + states_hp_rec
rec_rate = rec if rec_rate == 0
value = (mhp * effect.value1 + effect.value2) * rec_rate
value *= user.pha if item.is_a?(RPG::Item)
value = value.to_i
@result.hp_damage -= value
@result.success = true
self.hp += value
end
def item_effect_recover_mp(user, item, effect)
rec_rate = db_unit.mp_recover + item.mp_recover + states_mp_rec
rec_rate = rec if rec_rate == 0
value = (mmp * effect.value1 + effect.value2) * rec_rate
value *= user.pha if item.is_a?(RPG::Item)
value = value.to_i
@result.mp_damage -= value
@result.success = value != 0
self.mp += value
end
def apply_recovery_rate(value, item)
rate = 0
rate += db_unit.hp_recover + item.hp_recover if item.damage.to_hp?
rate += db_unit.mp_recover + item.mp_recover if item.damage.to_mp?
value *= rec + rate
end
def make_damage_value(user, item)
value = item.damage.eval(user, self, $game_variables)
value *= item_element_rate(user, item)
value *= pdr if item.physical?
value *= mdr if item.magical?
value = apply_recovery_rate(value, item) if item.damage.recover?
value = apply_critical(value) if @result.critical
value = apply_variance(value, item.damage.variance)
value = apply_guard(value)
@result.make_damage(value.to_i, item)
end
end
class Game_Actor
alias :db_unit :actor
end
class Game_Enemy
alias :db_unit :enemy
end
Terms & Conditions
Free for use in ANY game.
Due credit is mandatory.
That's it!
本贴来自国际rpgmaker官方论坛作者:kyonides处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/ace-hp-or-sp-recovery-rates.165669/
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