Complex Skill Costs

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Started by epson777341 5 posts View original ↗
  1. Well, not super complex. I'm trying to make the spells in my game cost a certain amount by spell 'level' so, at level 1, it would cost (The character's level * 11) * 0.10) or 10% of the characters's level times 11. 

    I know I can do this in the damage formula, and I would love to be able to display the cost, but not necessarily a necessity, However, I'm trying to figure out how to make a minimum MP cost, let's say 25.

    I'm using Yanfly's Skill Cost Manager, but, again, not really attached to it, and I want most of my skills to follow this formula, so I need to figure this out. Is anyone able to help?
  2. [25,formula].max


    this way if formula returns a cost less than 25, it will use 25 instead
  3. Alright, I'm just a little confused.

    Do I make it like: 

    [25, a.mp = a.mp - (((a.level * 11) + 100) * 0.1))].max;

    or like:

    a.mp = a.mp - (((a.level * 11) + 100) * 0.1)); [25,formula].max;

    or Am I completely off?
  4. If it's already for the cost processing


    a.mp -= [25,(((a.level * 11) + 100) * 0.1))].max


    for the cost checking (to see if skill is usable or not)


    [25,(((a.level * 11) + 100) * 0.1))].max
  5. Oh, duurrr. I was putting it in the wrong spot. Thank you. Works fine now.