KAftermathSpoils VX + ACE - kyonides -  10-02-2024
 
 
KAftermathSpoils VX + ACE 
 
by Kyonides 
 
Introduction 
 
The title tells you what this scriptlet is all about: healing based on the battle aftermath. 
 
How does it work?   
 
It's very simple! Just set the values of a series of ranges, i.e. 
 
Code: HP_TOTAL_TURNS[min_value..max_value] = 100
  
...and the system will check how many turns it actually took you to defeat your opponents. 
 
Did you need 11 turns to defeat some   ghosts? 
Was there a range like 10..20 included in your hash? 
Does that range store 75 as its current value? 
Then you already know the answer here: it will pick that very same range and assign your heroes a 75% HP recovery rate!    
 
VX Script - Just Healing 
 
Code: # * KAftermathHealing VX * #  
#   Scripter : Kyonides Arkanthes 
#   v0.3.1 - 2024-10-01 
 
# This script lets you automatically heal your heroes after winning a battle 
# based on the number of battle turns. 
 
module KBattle 
  # Leave these hashes alone! 
  HP_TOTAL_TURNS = {} 
  MP_TOTAL_TURNS = {} 
  # If it took too long to defeat the enemy troopers... 
  HP_TOTAL_TURNS.default = 0 
  MP_TOTAL_TURNS.default = 0 
  # Add as many Ranges, i.e. 1..50 as necessary: 
  HP_TOTAL_TURNS[1..6]   = 100 
  HP_TOTAL_TURNS[7..17]  = 75 
  HP_TOTAL_TURNS[18..35] = 50 
  HP_TOTAL_TURNS[36..60] = 25 
  MP_TOTAL_TURNS[1..5]   = 100 
  MP_TOTAL_TURNS[6..15]  = 75 
  MP_TOTAL_TURNS[16..30] = 50 
  MP_TOTAL_TURNS[31..50] = 25 
end 
 
class Range 
  def <=>(other) 
    to_a <=> other.to_a 
  end 
end 
 
class Scene_Battle 
  alias :kyon_btl_score_scn_btl_proc_victory :process_victory 
  def process_aftermath_healing 
    hp_perc = mp_perc = 0 
    turns = $game_troop.turn_count 
    KBattle::HP_TOTAL_TURNS.sort.reverse.each do |min_turns, percent| 
      next unless min_turns.include?(turns) 
      hp_perc = percent 
      break 
    end 
    KBattle::MP_TOTAL_TURNS.sort.reverse.each do |min_turns, percent| 
      next unless min_turns.include?(turns) 
      mp_perc = percent 
      break 
    end 
    $game_party.members.each do |actor| 
      next if actor.dead? 
      actor.hp += actor.maxhp * hp_perc / 100 
      actor.mp += actor.maxmp * mp_perc / 100 
    end 
  end 
 
  def process_victory 
    process_aftermath_healing 
    kyon_btl_score_scn_btl_proc_victory 
  end 
end
  
VX ACE Script - Just Healing 
 
Code: # * KAftermathHealing ACE * #  
#   Scripter : Kyonides Arkanthes 
#   v0.3.1 - 2024-10-01 
 
# This script lets you automatically heal your heroes after winning a battle 
# based on the number of battle turns. 
 
module KBattle 
  # Leave these hashes alone! 
  HP_TOTAL_TURNS = {} 
  MP_TOTAL_TURNS = {} 
  # If it took too long to defeat the enemy troopers... 
  HP_TOTAL_TURNS.default = 0 
  MP_TOTAL_TURNS.default = 0 
  # Add as many Ranges, i.e. 1..50 as necessary: 
  HP_TOTAL_TURNS[1..6]   = 100 
  HP_TOTAL_TURNS[7..17]  = 75 
  HP_TOTAL_TURNS[18..35] = 50 
  HP_TOTAL_TURNS[36..60] = 25 
  MP_TOTAL_TURNS[1..5]   = 100 
  MP_TOTAL_TURNS[6..15]  = 75 
  MP_TOTAL_TURNS[16..30] = 50 
  MP_TOTAL_TURNS[31..50] = 25 
end 
 
class Range 
  def <=>(other) 
    to_a <=> other.to_a 
  end 
end 
 
class << BattleManager 
  alias :kyon_btl_score_scn_btl_proc_victory :process_victory 
  def process_aftermath_healing 
    hp_perc = mp_perc = 0 
    turns = $game_troop.turn_count 
    KBattle::HP_TOTAL_TURNS.sort.reverse.each do |min_turns, percent| 
      next unless min_turns.include?(turns) 
      hp_perc = percent 
      break 
    end 
    KBattle::MP_TOTAL_TURNS.sort.reverse.each do |min_turns, percent| 
      next unless min_turns.include?(turns) 
      mp_perc = percent 
      break 
    end 
    $game_party.members.each do |actor| 
      next if actor.dead? 
      actor.hp += actor.mhp * hp_perc / 100 
      actor.mp += actor.mmp * mp_perc / 100 
    end 
  end 
 
  def process_victory 
    process_aftermath_healing 
    kyon_btl_score_scn_btl_proc_victory 
  end 
end
  
  Check out the next post to find the updated versions of these scripts!  
 
 
Terms & Conditions 
 
Free for use in ANY game.   
Due credit is mandatory! 
Include this forum in your game credits as well! 
That's it!  
 
 
 
RE: KAftermathSpoils VX + ACE - kyonides -  10-20-2024
 
 
New Update + New Name 
 
KAftermathHealing has been rebranded as KAftermathSpoils because it now offers you a way to increase (or decrease) a party's gold prize   based on how long it took the heroes to defeat their foes in battle.    
 
VX Script - Healing + Gold 
 
Code: # * KAftermathSpoils VX * #  
#  Scripter : Kyonides Arkanthes 
#  v0.4.0 - 2024-10-19 
 
# This script lets you automatically heal your heroes after winning a battle 
# based on the number of battle turns. 
 
module KBattle 
  # Leave these hashes alone! 
  HP_TOTAL_TURNS  = {} 
  MP_TOTAL_TURNS  = {} 
  GOLD_TOTAL_TURNS = {} 
  # If it took too long to defeat the enemy troopers... 
  HP_TOTAL_TURNS.default  = 0 
  MP_TOTAL_TURNS.default  = 0 
  GOLD_TOTAL_TURNS.default = 0 
  # Add as many Ranges, i.e. 1..50 as necessary: 
  HP_TOTAL_TURNS[1..6]    = 100 
  HP_TOTAL_TURNS[7..17]    = 75 
  HP_TOTAL_TURNS[18..35]  = 50 
  HP_TOTAL_TURNS[36..60]  = 25 
  MP_TOTAL_TURNS[1..5]    = 100 
  MP_TOTAL_TURNS[6..15]    = 75 
  MP_TOTAL_TURNS[16..30]  = 50 
  MP_TOTAL_TURNS[31..50]  = 25 
  GOLD_TOTAL_TURNS[1..2]  = 150 
  GOLD_TOTAL_TURNS[3..6]  = 120 
  GOLD_TOTAL_TURNS[7..10]  = 100 
  GOLD_TOTAL_TURNS[11..13] = 80 
  GOLD_TOTAL_TURNS[14..17] = 60 
end 
 
class Range 
  def <=>(other) 
    to_a <=> other.to_a 
  end 
end 
 
class Game_Troop 
  alias :kyon_btl_score_gm_trp_gold_ttl :gold_total 
  def gold_total 
    gold = kyon_btl_score_gm_trp_gold_ttl 
    gp_perc = 0 
    KBattle::GOLD_TOTAL_TURNS.sort.reverse.each do |min_turns, percent| 
      next unless min_turns.include?(turns) 
      gp_perc = percent 
      break 
    end 
    gold + gold * gp_perc / 100 
  end 
end 
 
class Scene_Battle 
  alias :kyon_btl_score_scn_btl_disp_exp_gold :display_exp_and_gold 
  def process_aftermath_healing 
    hp_perc = mp_perc = 0 
    turns = $game_troop.turn_count 
    KBattle::HP_TOTAL_TURNS.sort.reverse.each do |min_turns, percent| 
      next unless min_turns.include?(turns) 
      hp_perc = percent 
      break 
    end 
    KBattle::MP_TOTAL_TURNS.sort.reverse.each do |min_turns, percent| 
      next unless min_turns.include?(turns) 
      mp_perc = percent 
      break 
    end 
    $game_party.members.each do |actor| 
      next if actor.dead? 
      actor.hp += actor.maxhp * hp_perc / 100 
      actor.mp += actor.maxmp * mp_perc / 100 
    end 
  end 
 
  def display_exp_and_gold 
    process_aftermath_healing 
    kyon_btl_score_scn_btl_disp_exp_gold 
  end 
end
  
VX ACE Script - Healing + Gold 
 
Code: # * KAftermathSpoils ACE * #  
#   Scripter : Kyonides Arkanthes 
#   v0.4.0 - 2024-10-19 
 
# This script lets you automatically heal your heroes after winning a battle 
# based on the number of battle turns. 
 
module KBattle 
  # Leave these hashes alone! 
  HP_TOTAL_TURNS   = {} 
  MP_TOTAL_TURNS   = {} 
  GOLD_TOTAL_TURNS = {} 
  # If it took too long to defeat the enemy troopers... 
  HP_TOTAL_TURNS.default   = 0 
  MP_TOTAL_TURNS.default   = 0 
  GOLD_TOTAL_TURNS.default = 0 
  # Add as many Ranges, i.e. 1..50 as necessary: 
  HP_TOTAL_TURNS[1..6]     = 100 
  HP_TOTAL_TURNS[7..17]    = 75 
  HP_TOTAL_TURNS[18..35]   = 50 
  HP_TOTAL_TURNS[36..60]   = 25 
  MP_TOTAL_TURNS[1..5]     = 100 
  MP_TOTAL_TURNS[6..15]    = 75 
  MP_TOTAL_TURNS[16..30]   = 50 
  MP_TOTAL_TURNS[31..50]   = 25 
  GOLD_TOTAL_TURNS[1..2]   = 150 
  GOLD_TOTAL_TURNS[3..6]   = 120 
  GOLD_TOTAL_TURNS[7..10]  = 100 
  GOLD_TOTAL_TURNS[11..13] = 80 
  GOLD_TOTAL_TURNS[14..17] = 60 
end 
 
class Range 
  def <=>(other) 
    to_a <=> other.to_a 
  end 
end 
 
class Game_Troop 
  alias :kyon_btl_score_gm_trp_gold_ttl :gold_total 
  def gold_total 
    gold = kyon_btl_score_gm_trp_gold_ttl 
    gp_perc = 0 
    KBattle::GOLD_TOTAL_TURNS.sort.reverse.each do |min_turns, percent| 
      next unless min_turns.include?(turns) 
      gp_perc = percent 
      break 
    end 
    gold + gold * gp_perc / 100 
  end 
end 
 
class << BattleManager 
  alias :kyon_btl_score_scn_btl_disp_exp :display_exp 
  def process_aftermath_healing 
    hp_perc = mp_perc = 0 
    turns = $game_troop.turn_count 
    KBattle::HP_TOTAL_TURNS.sort.reverse.each do |min_turns, percent| 
      next unless min_turns.include?(turns) 
      hp_perc = percent 
      break 
    end 
    KBattle::MP_TOTAL_TURNS.sort.reverse.each do |min_turns, percent| 
      next unless min_turns.include?(turns) 
      mp_perc = percent 
      break 
    end 
    $game_party.members.each do |actor| 
      next if actor.dead? 
      actor.hp += actor.mhp * hp_perc / 100 
      actor.mp += actor.mmp * mp_perc / 100 
    end 
  end 
 
  def display_exp 
    process_aftermath_healing 
    kyon_btl_score_scn_btl_disp_exp 
  end 
end
  
 
 
 
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