Trying a more Tactic Ogre approach when it comes to my game, for it'll be a SRPG. However, can't seem to figure out how to execute this. Tried a few different ways (common event call be best), however, MP does not reset to 0. Any idea what I'm doing wrong?





MP starts 0 for everyone
● ARCHIVED · READ-ONLY
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You're setting a variable to 0, and then subtracting that variable's value from MP. It's doing exactly what you told it to: subtracting 0. ;)
Set Mp Reset to 999 instead. -
Add on above
The code said decrease not set
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Then to make 0.. You need give large number -
So I've toyed with it and it seems like entire party will not work in the srpg I am making. Interesting... I may need to script it out (or mention it on the plugin page.) Thanks though!
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I assume this not working on enemy.. But for player is workSo I've toyed with it and it seems like entire party will not work in the srpg I am making. Interesting... I may need to script it out (or mention it on the plugin page.) Thanks though!
* cmiiw
Are you giving greater number on variable decrease mp (12)?
srpg partBtw.. I found there are plugin to disable prepare on srpg.. I'm thingking.. You are success decrease your mp and enemy mp. But the plugins refill it!!
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The solution..
Put your code on player turn
Give condition
If first turn
If the common event already run
Etc
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I assume this not working on enemy.. But for player is work
* cmiiw
Are you giving greater number on variable decrease mp (12)?
srpg partBtw.. I found there are plugin to disable prepare on srpg.. I'm thingking.. You are success decrease your mp and enemy mp. But the plugins refill it!!
...
The solution..
Put your code on player turn
Give condition
If first turn
If the common event already run
Etc
...
Well seeing I'd be doubling the work, I changed it to a more simple solution. However, entire party is still not recognized. Is it possible that in srpg, the battlers on the battle map are dummies and not true actors/enemies like the default battle system?
Note: Test is there to confirm whether it runs or not. Test runs, but the decrease on MP does not. MP only runs if I define the actors ID.
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Or you could use this plugin...
JavaScript://========================================== // * NoMpTp.js //========================================== /*: * @author Kyonides Arkanthes * @plugindesc Collection of simple Script Calls * @help Available Script Calls: * * $gameParty.noMp(); * $gameParty.noTp(); * * $gameTroop.noMp(); * $gameTroop.noTp(); */ Game_Party.prototype.noMp = function() { let members = this.members(); for (let i = 0; i < members.length; i++) { members[i].setMp(0); } }; Game_Party.prototype.noTp = function(tp) { let members = this.members(); for (let i = 0; i < members.length; i++) { members[i].clearTp(); } }; Game_Troop.prototype.noMp = function() { let members = this._enemies; for (let i = 0; i < members.length; i++) { members[i].setMp(0); } }; Game_Troop.prototype.noTp = function(tp) { let members = this._enemies; for (let i = 0; i < members.length; i++) { members[i].clearTp(); } }; -
Noted..
Weit.. Actor id.. Not position on map id?Well seeing I'd be doubling the work, I changed it to a more simple solution. However, entire party is still not recognized. Is it possible that in srpg, the battlers on the battle map are dummies and not true actors/enemies like the default battle system?
Note: Test is there to confirm whether it runs or not. Test runs, but the decrease on MP does not. MP only runs if I define the actors ID.
View attachment 253527
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Do you tested with give a lot player.. And you only choose 3 . But take it from random .. (Better last 3)
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How bout enemies. Since the player are dummy or token (DnD?) . You need to pin point all monster id..
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Waiting the update