Hello all.
I have an idea for my project but I wanted to see how feasible it was before I went forward with it.
Basically, I'd like to find a way to increase (or decrease) MP use in skills by a set amount and not by a percentage when a state is applied.
To be more specific, I'd like a way to change the attack skill so that it will use 5 MP if a state is on the user.
This in turn can make it so the attacker can be "too tired" to even attack.
I know MP use can be increased or decreased via features in states, but only by a percentage.
If this has already been achieved, please point me to the script. If not, some assistance would be golden!
Thank you in advance.
Changing MP cost by integer
● ARCHIVED · READ-ONLY
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You can try this
http://www.himeworks.com/2013/03/29/feature-add-param/
Requires Feature Manager; I haven't written a stand-alone version, which honestly wouldn't be hard but I just never got around to it... -
Hey Hime!
I'm not exactly sure how I'd use your script to increase mp use.
Could you show how I'd do it? -
As you mentioned MP use can be modified via features, using the MCR sparam.
Though now that I look at the script, it doesn't support xparam or sparam.
I thought I had added it before but that might have just been an idea. -
Yeah, I don't think it was there.
And like I said, I'd need it to be non percentage based.
Most of all skills raising by 5 MP instead of 1% of current cost.
And now that I think about it, it would be nice if there were a way to perhaps tag skills that would be immune to that specific growth.
(If you didn't have MP to even guard, you basically would freeze the game!) -
(As an excuse to promote my script)You can try my dynamic cost script:
http://forums.rpgmakerweb.com/index.php?/topic/30866-doublex-rmvxa-dynamic-cost/
For example, if you want a skill to cost 5 mp instead of 0 when its user has a state, just add <dynamic mp: 5> notetag to that skill and <dynamic mp> notetag to that state. -
Nice!
Thanks X!