10-02-2024, 06:21 AM
(This post was last modified: 10-19-2024, 11:15 PM by kyonides.
Edit Reason: Updated #5
)
KAftermathSpoils XP
by Kyonides
Introduction
The title tells you what this scriptlet is all about: healing based on the battle aftermath.
How does it work?
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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

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!
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The Script
Healing + Gold
Code:
# * KAftermathSpoils XP * #
# 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 = {}
SP_TOTAL_TURNS = {}
GOLD_TOTAL_TURNS = {}
# If it took too long to defeat the enemy troopers...
HP_TOTAL_TURNS.default = 0
SP_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
SP_TOTAL_TURNS[1..5] = 100
SP_TOTAL_TURNS[6..15] = 75
SP_TOTAL_TURNS[16..30] = 50
SP_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 Scene_Battle
alias :kyon_btl_score_scn_btl_start_ph5 :start_phase5
def process_aftermath_healing
@gold_before = $game_party.gold
hp_perc = sp_perc = 0
turns = $game_temp.battle_turn
KBattle::HP_TOTAL_TURNS.sort.reverse.each do |min_turns, percent|
next unless min_turns.include?(turns)
hp_perc = percent
break
end
KBattle::SP_TOTAL_TURNS.sort.reverse.each do |min_turns, percent|
next unless min_turns.include?(turns)
sp_perc = percent
break
end
$game_party.actors.each do |actor|
next if actor.hp0?
actor.hp += actor.maxhp * hp_perc / 100
actor.sp += actor.maxsp * sp_perc / 100
end
end
def start_phase5
process_aftermath_healing
kyon_btl_score_scn_btl_start_ph5
process_aftermath_gold
end
def process_aftermath_gold
prize = $game_party.gold - @gold_before
return if prize == 0
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
extra_gold = prize * gp_perc / 100
$game_party.gain_gold(extra_gold)
end
end
Just Healing
Code:
# * KAftermathHealing XP * #
# 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 = {}
SP_TOTAL_TURNS = {}
# If it took too long to defeat the enemy troopers...
HP_TOTAL_TURNS.default = 0
SP_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
SP_TOTAL_TURNS[1..5] = 100
SP_TOTAL_TURNS[6..15] = 75
SP_TOTAL_TURNS[16..30] = 50
SP_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_start_ph5 :start_phase5
def process_aftermath_healing
hp_perc = sp_perc = 0
turns = $game_temp.battle_turn
KBattle::HP_TOTAL_TURNS.sort.reverse.each do |min_turns, percent|
next unless min_turns.include?(turns)
hp_perc = percent
break
end
KBattle::SP_TOTAL_TURNS.sort.reverse.each do |min_turns, percent|
next unless min_turns.include?(turns)
sp_perc = percent
break
end
$game_party.actors.each do |actor|
next if actor.hp0?
actor.hp += actor.maxhp * hp_perc / 100
actor.sp += actor.maxsp * sp_perc / 100
end
end
def start_phase5
process_aftermath_healing
kyon_btl_score_scn_btl_start_ph5
end
end
Terms & Conditions
Free for use in ANY game.
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Due credit is mandatory!
Include this forum in your game credits as well!
That's it!
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"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
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Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
![[Image: SP1-Scripter.png]](https://www.save-point.org/images/userbars/SP1-Scripter.png)
![[Image: SP1-Writer.png]](https://www.save-point.org/images/userbars/SP1-Writer.png)
![[Image: SP1-Poet.png]](https://www.save-point.org/images/userbars/SP1-Poet.png)
![[Image: SP1-PixelArtist.png]](https://www.save-point.org/images/userbars/SP1-PixelArtist.png)
![[Image: SP1-Reporter.png]](https://i.postimg.cc/GmxWbHyL/SP1-Reporter.png)
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE