Not super important, just a bit nitpicky When your Max HP or MP rises past the base, suddenly you aren't in the full, and when your 'Maxes fall below the base then are restored, suddenly you have low HP or MP (I think it works that way, that part I'm unsure of but I thought). Not all RPGs are like this. I know that if you change your subclass with Yanfly's Class System to that of one that raises your Max HP/MP or change from one subclass to another subclass...
Not super important, just a bit nitpicky
When your Max HP or MP rises past the base, suddenly you aren't in the full, and when your 'Maxes fall below the base then are restored, suddenly you have low HP or MP (I think it works that way, that part I'm unsure of but I thought). Not all RPGs are like this.
I know that if you change your subclass with Yanfly's Class System
https://github.com/Archeia/YEARepo/blob/master/Core/Class_System.rb
to that of one that raises your Max HP/MP or change from one subclass to another subclass with lower HP/MP than the previous, your HP and MP will change with.
I think that process is handled in this part of the script
#-------------------------------------------------------------------------- # on_class_ok #-------------------------------------------------------------------------- def on_class_ok Sound.play_equip class_id = @item_window.item.id maintain = YEA::CLASS_SYSTEM::MAINTAIN_LEVELS hp = @actor.hp * 1.0 / @actor.mhp mp = @actor.mp * 1.0 / [@actor.mmp, 1].max case @command_window.current_symbol when rimary @actor.change_class(class_id, maintain) when :subclass @actor.change_subclass(class_id) else @item_window.activate return end @actor.hp = (@actor.mhp * hp).to_i @actor.mp = (@actor.mmp * mp).to_i @status_window.refresh @item_window.update_class end
But how would I have it so that HP and MP always work that way?
Or would that lead to sucky compatibility issues with overwrites?