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XPKAftermathSpoils XP

BMM Archive · July 16, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: KAftermathSpoils XP
  • Original author: kyonides
  • Original date: October 2, 2024
  • Source thread: https://forums.rpgmakerweb.com/threads/kaftermathspoils-xp.172302/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS Scripts (RMXP)

Summary

KAftermathSpoils XP by Kyonides​ Introduction The title tells you what this scriptlet is all about: healing based on the battle aftermath.

Archived First Post

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?

It's very simple! Just set the values of a series of ranges, i.e.

Ruby:
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!

The Script

Ruby:
# * 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

Ruby:
# * 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

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