Healing on level-up

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Started by alberach 13 posts View original ↗
  1. My first game is coming along great, but there's one thing I don't like about the leveling system. When a character levels up, they stay injured. Is there some way to make them heal and gain back their MP when they level up?
  2. If you want to have HP and MP recover after battle

    If it's an evented encounter, you can just use the "Full Recovery" command.  It's in the first tab of the events command window (under the actors tab)  Insert it straight after the Battle processing command.

    If it's a random encounter, you'll have to add the "Full Recovery" command in the troops page of the database, giving it to spawn at 'End of Battle'.
  3. Thanks for responding, but I don't want them to heal after a battle, only on leveling up. Don't want to make the game too easy, after all. :)
  4. I dont remember where i found it, so i took it directly from my game. Its a script that was made by SoulPour777. Each time a character lv up, their HP and MP will be fully healed and if they have status ailments, they will be removed.

    Spoiler
    Code:
    # --------------------------------------------------------------------------- ## Level Up Recovery# By: SoulPour777# Description: Recovers entire party's Max HP and MP when someone levels up.# States are also removed.# Website: infinitytears.wordpress.com# --------------------------------------------------------------------------- #class Game_Actor < Game_Battler  alias soulpour_parrty_recover level_up  def level_up    soulpour_parrty_recover    recover_all  endend# ---------------------------------------------------------------------------- ##                             END OF SCRIPT# ---------------------------------------------------------------------------- # 
  5. i guess you foud it at infinitytears.wordpress.com ;) (is in the script description)

    thanks i can use that too ^^
  6. I think it could be evented too, but that script looks simple enough (though it looks like the entire party would be healed when anyone levels up, which may or may not be an issue depending on game design).

    If you want to event it, try recording the actors level (Control variables/game data/actor's level) when you enter a map (an autorun event with erase event at the end should do it) and after each battle (this one on a second variable) compare the 2 variables with a conditional branch and if variable 2 is greater then variable 1 heal everything and update variable 1 with the new level.

    Haven't tried it, but I think it should work. Though I don't know exactly how to event something to run after a battle. Though you could replace the "after battle" part with a parallel process to check constantly for variable 2 with a wait to prevent lag.
  7. I've never really messed with scripts before. Where exactly would I need to insert this? And is it possible to make only the character that levels up heal?
  8. insert it in the script editor below "Materials" and above "Main" (right klick -> insert and then you have a new line, then on the right in the editor insert the script above)

    for only 1 member should be healed you need a differend script. maybe ask in the script request section of this forum
  9. Oh shoot, youre right.... This one should do what you want.

    Spoiler
    Code:
    class Game_Actor < Game_Battler  alias heal_on_level_up level_up  #--------------------------------------------------------------------------  # * Level Up  #--------------------------------------------------------------------------  def level_up	heal_on_level_up	recover_all  endend 
  10. SoulPour's script would have healed individual characters as they levelled up. It SAYS party (or parrty), but that's just an alias. It's a method of Game_Actor, so will only apply to a single actor as their level up method is called.


    You have done EXACTLY the same thing in your second script, and just changed the name of the aliased method.
  11. Thanks everyone! I just tried the script, and it works perfectly!
  12. It's funny that you mention that you don't want players to heal after combat because it would make the game too easy, when the reality is that rarely do random encounters pose any challenge, and not healing after combat just makes your job harder balancing boss fights, since it means you have to take into account the loss of health/mana the players may have suffered getting there.

    While there are exceptions to this, you might find it more rewarding (and easier) to give the player fewer more challenging combats and heal to full after each fight, rather than having them waste time using spells or potions out of combat to get to full anyway..

    Just my 2 cents though ^^;
  13. I guess I just grew up old school. In the days of Dragon Warrior, Legend of Zelda, Final Fantasy, etc, you almost never ran into a game where you healed after combat. That's a more modern convention. Back in the 80's and early 90's, it wasn't all that uncommon to have brutally difficult random encounters. Now mine aren't that bad, but I just think healing after every fight takes away any sense of challenge in a game.