VX ACE: Regular Attack taking MP/TP

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Started by Geyblade 9 posts View original ↗
  1. Seems resource sapping occurs with regular moves with projects lately, any thoughts as to why?
  2. So your attack command takes away MP? Check the attack skill and see if it has MP cost and so on. Also check if you have a script which might be modifying skill costs etc
  3. Engr. Adiktuzmiko said:
    So your attack command takes away MP? Check the attack skill and see if it has MP cost and so on. Also check if you have a script which might be modifying skill costs etc
    Only thing you set as to regular attack is what you call it in "Terms" I don't recall needing futz with the scripts. Some points characters are active in death, in some way I find it amusing, but not sure it should do that. But not sure where in the scripts to even check. It all seems standard.
  4. @Geyblade no, the attack skill is skill #1 in the database. If that skill costs MP then your attack costs MP.

    Check the notes for skill #1 and #2 on a new project - attack is skill #1 and guard is skill #2.

    And the death state is always state #1 as well, that also should not be changed unless you know what you're doing.
  5. So no matter what the skill is, if it fills the #1 slot it's used with the standard attack? That seems needlessly complicated.
    I merely changed Death's name to Married.
  6. You'll need skill values for any skill, including the attack skill - any other way to store the attack values would be much more complicated.
  7. Thanks though.
  8. Andar said:
    You'll need skill values for any skill, including the attack skill - any other way to store the attack values would be much more complicated.
    Actually I can see how sadistically amusing being able to limit the use of fisticuffs in some way like with TP/Limit Point type things.
  9. 'Tech Support is for when you can't get the engine to run.
    [move]RPGMaker VX Ace[/move]