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> Making some armor pieces increase HP and SP (RMXP).
jonathan4210
post May 30 2012, 09:47 AM
Post #1


Level 10
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Group: Revolutionary
Posts: 165
Type: Event Designer
RM Skill: Skilled




I'm looking for a simple script that you are able to choose which armor pieces (armorID) increase your total HP and SP when equipped.


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supercow
post May 30 2012, 12:50 PM
Post #2


Level 15
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Group: Revolutionary
Posts: 279
Type: Artist
RM Skill: Undisclosed




i think there is a script for that, but i forgot where i got it or what the name is sweat.gif , sorry
maybe someone here can help you with more info
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Ruuku
post May 30 2012, 01:53 PM
Post #3


Level 1
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Group: Member
Posts: 8
Type: Writer
RM Skill: Intermediate




It's been a while since I messed with RMXP, but wouldn't you be able to work with this script? http://www.rpgrevolution.com/forums/index....showtopic=41294

If there's not a way to make a state give bonus HP in the states page, a common event would work.
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jonathan4210
post May 30 2012, 04:39 PM
Post #4


Level 10
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Group: Revolutionary
Posts: 165
Type: Event Designer
RM Skill: Skilled




I don't want armor to give auto states, I want armor to increase the HP and SP parameters when equipped. I tried doing this with common event, but when I unequip the armor, I still keep the HP/SP bonus.


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supercow
post May 30 2012, 09:31 PM
Post #5


Level 15
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Group: Revolutionary
Posts: 279
Type: Artist
RM Skill: Undisclosed




from here
http://forum.chaos-project.com/index.php?topic=105.0

to be more precise this
armor hp/sp
CODE
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Weapon/Armor HP/SP Plus by Blizzard
# Version: 2.1b
# Type: Weapon/Armor Attribute Alteration
# Date: 18.8.2006
# Date v1.01b: 12.3.2007
# Date v2.0: 15.5.2007
# Date v2.0b: 30.7.2007
# Date v2.1b: 11.6.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Compatibility:
#
#   95% compatible with SDK v1.x. 50% compatible with SDK v2.x. May cause
#   slight incompatibility issues with CBS-es, but can be made compatible
#   easily. Can cause imcompatibility issues with other weapon/armor changing
#   scripts and custom equipments scripts.
#
#
# Features:
#
#   - uses static (i.e. 500 HP more) or dynamic (i.e. 30% HP more) increasements
#   - easy to set up
#   - does NOT change any rxdata files
#   - this script comes UNDER SDK SCRIPTS if you use any
#
# new in v2.0:
#   - completely overworked and changed code for better compatibility
#
# new in v2.0b:
#   - fixed a bug that appeared because of a typing mistake
#
# new in v2.1b:
#   - improve coding
#
#
# Instructions:
#
# - Explanation:
#
#   This script will add the option for Weapons/Armors to have HP/SP pluses
#   while equipped just like the usual STR, DEX, INT etc. pluses.
#
# - Configuration
#
#   Find the phrase saying "START" (CTRL+F) to find the database parts. Use the
#   following template to configure your database:
#
#     when ID then return [EXPR, VAL]
#
#   ID   - Weapon/Armor ID in the normal database
#   EXPR - set to false if you want "static" increasement or true if you want
#          "dynamic" increasement
#   VAL  - if you use static increasement, set this value to any integer you
#          want (i.e. 100, -500, 831 etc.) to increase the HP/SP, otherwise set
#          it to any decimal value of the final HP/SP (i.e. 1.2 = 20% more,
#          2.3 = 130% more, 0.7 = 30% less)
#
#   VAL can be a signed integer (static increasement) OR a decimal number
#   greater than 0 (dynamic increasement). Change MAX_HP and MAX_SP to
#   different values if you use another max HP and/or max SP limit than 9999.
#
#
# Side Note:
#
#   It took more to write the instructions than to write and test script
#   itself.
#
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

MAX_HP = 9999 # change if needed, 9999 is standard
MAX_SP = 9999 # change if needed, 9999 is standard

#==============================================================================
# module BlizzCFG
#==============================================================================

module BlizzCFG
  
  def self.weapon_hp_plus(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [false, 100]
#    when 5 then return [true, 1.2]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
  
  def self.weapon_sp_plus(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [false, 500]
#    when 29 then return [true, 1.5]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
  
  def self.armor_hp_plus(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [true, 1.5]
#    when 5 then return [true, 0.5]
#    when 13 then return [false, 90]
#    when 17 then return [false, -450]
#    when 9 then return [true, 1.3]
#    when 21 then return [true, 1.3]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
  
  def self.armor_sp_plus(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [true, 1.5]
#    when 21 then return [true, 1.3]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
  
end

#==============================================================================
# Game_Battler
#==============================================================================

class Game_Battler
  
  alias maxsp_hpsp_add_on_later maxsp
  def maxsp
    val = [MAX_SP, maxsp_hpsp_add_on_later].min
    @sp = val if @sp > val
    return val
  end
  
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor
  
  alias maxhp_hpsp_add_on_later maxhp
  def maxhp
#    return maxhp_hpsp_add_on_later unless $game_system.HPSPPLUS
    val = [MAX_HP, maxhp_hpsp_add_on_later].min
    @hp = val if @hp > val
    return val
  end
  
  alias base_maxhp_hpsp_add_on_later base_maxhp
  def base_maxhp
#    return base_maxhp_hpsp_add_on_later unless $game_system.HPSPPLUS
    plus, multi = 0, 1.0
    if @weapon_id != 0
      result = BlizzCFG.weapon_hp_plus(@weapon_id)
      result[0] ? (multi *= result[1]) : (plus += result[1])
    end
    [@armor1_id, @armor2_id, @armor3_id, @armor4_id].each {|id|
        if id != 0
          result = BlizzCFG.armor_hp_plus(id)
          result[0] ? (multi *= result[1]) : (plus += result[1])
        end}
    return (multi * (plus + base_maxhp_hpsp_add_on_later)).to_i
  end
  
  alias base_maxsp_hpsp_add_on_later base_maxsp
  def base_maxsp
#    return base_maxsp_hpsp_add_on_later unless $game_system.HPSPPLUS
    plus, multi = 0, 1.0
    if @weapon_id != 0
      result = BlizzCFG.weapon_sp_plus(@weapon_id)
      result[0] ? (multi *= result[1]) : (plus += result[1])
    end
    [@armor1_id, @armor2_id, @armor3_id, @armor4_id].each {|id|
        if id != 0
          result = BlizzCFG.armor_sp_plus(id)
          result[0] ? (multi *= result[1]) : (plus += result[1])
        end}
    return (multi * (plus + base_maxsp_hpsp_add_on_later)).to_i
  end
  
end



theres also a script for passive skill to increase all status in that website
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jonathan4210
post May 31 2012, 04:58 AM
Post #6


Level 10
Group Icon

Group: Revolutionary
Posts: 165
Type: Event Designer
RM Skill: Skilled




QUOTE (supercow @ May 30 2012, 10:31 PM) *
from here
http://forum.chaos-project.com/index.php?topic=105.0

to be more precise this
armor hp/sp
CODE
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Weapon/Armor HP/SP Plus by Blizzard
# Version: 2.1b
# Type: Weapon/Armor Attribute Alteration
# Date: 18.8.2006
# Date v1.01b: 12.3.2007
# Date v2.0: 15.5.2007
# Date v2.0b: 30.7.2007
# Date v2.1b: 11.6.2009
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Compatibility:
#
#   95% compatible with SDK v1.x. 50% compatible with SDK v2.x. May cause
#   slight incompatibility issues with CBS-es, but can be made compatible
#   easily. Can cause imcompatibility issues with other weapon/armor changing
#   scripts and custom equipments scripts.
#
#
# Features:
#
#   - uses static (i.e. 500 HP more) or dynamic (i.e. 30% HP more) increasements
#   - easy to set up
#   - does NOT change any rxdata files
#   - this script comes UNDER SDK SCRIPTS if you use any
#
# new in v2.0:
#   - completely overworked and changed code for better compatibility
#
# new in v2.0b:
#   - fixed a bug that appeared because of a typing mistake
#
# new in v2.1b:
#   - improve coding
#
#
# Instructions:
#
# - Explanation:
#
#   This script will add the option for Weapons/Armors to have HP/SP pluses
#   while equipped just like the usual STR, DEX, INT etc. pluses.
#
# - Configuration
#
#   Find the phrase saying "START" (CTRL+F) to find the database parts. Use the
#   following template to configure your database:
#
#     when ID then return [EXPR, VAL]
#
#   ID   - Weapon/Armor ID in the normal database
#   EXPR - set to false if you want "static" increasement or true if you want
#          "dynamic" increasement
#   VAL  - if you use static increasement, set this value to any integer you
#          want (i.e. 100, -500, 831 etc.) to increase the HP/SP, otherwise set
#          it to any decimal value of the final HP/SP (i.e. 1.2 = 20% more,
#          2.3 = 130% more, 0.7 = 30% less)
#
#   VAL can be a signed integer (static increasement) OR a decimal number
#   greater than 0 (dynamic increasement). Change MAX_HP and MAX_SP to
#   different values if you use another max HP and/or max SP limit than 9999.
#
#
# Side Note:
#
#   It took more to write the instructions than to write and test script
#   itself.
#
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

MAX_HP = 9999 # change if needed, 9999 is standard
MAX_SP = 9999 # change if needed, 9999 is standard

#==============================================================================
# module BlizzCFG
#==============================================================================

module BlizzCFG
  
  def self.weapon_hp_plus(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [false, 100]
#    when 5 then return [true, 1.2]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
  
  def self.weapon_sp_plus(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [false, 500]
#    when 29 then return [true, 1.5]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Weapon SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
  
  def self.armor_hp_plus(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [true, 1.5]
#    when 5 then return [true, 0.5]
#    when 13 then return [false, 90]
#    when 17 then return [false, -450]
#    when 9 then return [true, 1.3]
#    when 21 then return [true, 1.3]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor HP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
  
  def self.armor_sp_plus(id)
    case id
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    when 1 then return [true, 1.5]
#    when 21 then return [true, 1.3]
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Armor SP plus Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    else
      return [false, 0]
    end
  end
  
end

#==============================================================================
# Game_Battler
#==============================================================================

class Game_Battler
  
  alias maxsp_hpsp_add_on_later maxsp
  def maxsp
    val = [MAX_SP, maxsp_hpsp_add_on_later].min
    @sp = val if @sp > val
    return val
  end
  
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor
  
  alias maxhp_hpsp_add_on_later maxhp
  def maxhp
#    return maxhp_hpsp_add_on_later unless $game_system.HPSPPLUS
    val = [MAX_HP, maxhp_hpsp_add_on_later].min
    @hp = val if @hp > val
    return val
  end
  
  alias base_maxhp_hpsp_add_on_later base_maxhp
  def base_maxhp
#    return base_maxhp_hpsp_add_on_later unless $game_system.HPSPPLUS
    plus, multi = 0, 1.0
    if @weapon_id != 0
      result = BlizzCFG.weapon_hp_plus(@weapon_id)
      result[0] ? (multi *= result[1]) : (plus += result[1])
    end
    [@armor1_id, @armor2_id, @armor3_id, @armor4_id].each {|id|
        if id != 0
          result = BlizzCFG.armor_hp_plus(id)
          result[0] ? (multi *= result[1]) : (plus += result[1])
        end}
    return (multi * (plus + base_maxhp_hpsp_add_on_later)).to_i
  end
  
  alias base_maxsp_hpsp_add_on_later base_maxsp
  def base_maxsp
#    return base_maxsp_hpsp_add_on_later unless $game_system.HPSPPLUS
    plus, multi = 0, 1.0
    if @weapon_id != 0
      result = BlizzCFG.weapon_sp_plus(@weapon_id)
      result[0] ? (multi *= result[1]) : (plus += result[1])
    end
    [@armor1_id, @armor2_id, @armor3_id, @armor4_id].each {|id|
        if id != 0
          result = BlizzCFG.armor_sp_plus(id)
          result[0] ? (multi *= result[1]) : (plus += result[1])
        end}
    return (multi * (plus + base_maxsp_hpsp_add_on_later)).to_i
  end
  
end



theres also a script for passive skill to increase all status in that website


thanks!


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