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RMRK RPG Maker Creation => Requests => Script Request => Topic started by: mememe on July 21, 2011, 02:36:57 AM

Title: Reverse HP scale
Post by: mememe on July 21, 2011, 02:36:57 AM
Does anyone have a script that would allow my fighters to start out with 0 hp and 0 mp, and everytime they get hit or use a spell the bars go up?

I plan on making my HP bar a Fatigue bar and when it hits max, the fighter will faint, and make the MP bar a corruption bar and if they use to much magic the corruption will make them unable to use spells
Title: Re: Reverse HP scale
Post by: Sashikinaroji on July 21, 2011, 03:21:02 AM
This is really neat, however, I do not know how to help you, I do, however want to know how this turns out and let you know that if this turns out and you are able to make a good battle system out of this, I will definitely check it out~!
Title: Re: Reverse HP scale
Post by: mememe on July 24, 2011, 05:46:41 AM
well thanx anyway.
Title: Re: Reverse HP scale
Post by: LoganF on July 25, 2011, 09:47:21 AM
It sounds like a good idea, but to save the hassle of ensuring that 0 HP doesn't mean death/faint, can't you use the normal HP and MP function (0 means you faint/can't cast spells) where :

HP would be renamed as a kind of Energy - 100% energy meaning you're at full strength and ready to go, declining to 0% energy meaning you're too tired and pass out.

MP would be a counter for how much you can resist falling into the corrupted state.

It's a lot easier to script in some additional functions to those. For example, as you become more tired your physical (maybe also magical) power becomes weaker. You could add some kind of penalty to the "MP" bar being low too.