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Change HP & MP values for each level of Classes


troglodite
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I was looking around the codes because my character class 2# haves more MP than my 7# ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) and its annoying because I want all my characters to have the same HP and MP (I have my reasons lol)

So I search and find this:

```
' ################################

' ## Basic Calculations ##

' ################################

Function GetPlayerMaxVital(ByVal Index As Long, ByVal Vital As Vitals) As Long

If Index > MAX_PLAYERS Then Exit Function

Select Case Vital

Case HP

Select Case GetPlayerClass(Index)

Case 1 ' Warrior

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, Endurance) / 2)) * 15 + 150

Case 2 ' Mage

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, Endurance) / 2)) * 5 + 65

Case Else ' Anything else - Warrior by default

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, Endurance) / 2)) * 15 + 150

End Select

Case mp

Select Case GetPlayerClass(Index)

Case 1 ' Warrior

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, intelligence) / 2)) * 5 + 25

Case 2 ' Mage

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, intelligence) / 2)) * 30 + 85

Case Else ' Anything else - Warrior by default

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, intelligence) / 2)) * 5 + 25

End Select

End Select

End Function
```

Here is where HP & MP gains for each level of each class

To change it, change the values of the cases

**Example:**

From original

```
Case 1 ' Warrior

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, Endurance) / 2)) * 15 + 150

Case 2 ' Mage

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, Endurance) / 2))* 5 + 65

Case Else ' Anything else - Warrior by default

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, Endurance) / 2)) * 15 + 150
```
To all classes gains the same HP for each level

```

Case 1 ' Warrior

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, Endurance) / 2)) * 15 + 150

Case 2 ' Mage

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, Endurance) / 2)) * 15 + 150

Case Else ' Anything else - Warrior by default

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, Endurance) / 2))* 15 + 150

```

So now each class will gain the same Hp as the 1st class (Warrior)

```
And for MP:

Case 1 ' Warrior

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, intelligence) / 2)) * 30 + 85

Case 2 ' Mage

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, intelligence) / 2)) * 30 + 85

Case Else ' Anything else - Warrior by default

GetPlayerMaxVital = ((GetPlayerLevel(Index) / 2) + (GetPlayerStat(Index, intelligence) / 2)) * 30 + 85
```

Or you can change it by your own ideas for each class, whatever you want
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> nice explanation , but i don't think that help much ,, If you change the max hp of classes , then what's the point on having different classes?

I figured someone would ask that ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

Well in my game, each class have to assign their points on a designated attributes, because if not, the class cant equip the special clothing (Kokiri clothing, Goron clothing…), but each class have some free points for free assignment ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)

And thats makes the difference between my classes
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