Closed rubydragon44 closed 10 years ago
I'm looking at the end of the post and there are things like
<mp cost max: x>
<mp cost min: x>
?
The thing is, I made a spell called 100 where its MP Cost Max was 100 and its MP Cost Min was 75. I had someone with 90 MP use it and it required and took away 75 MP. What I'm looking for is a string or script where if you have 75 MP, that spell will be used but it will subtract from you 100 MP, like if someone used MP Drain on you and the damage was fixed to 100 and you had 75 MP your MP would be drained all the way. In my test play just now the person was left with 15 MP. So if I put custom cost requirement mp >= 75 /custom cost requirement custom cost perform 100 mp /custom cost perform well the cost perform function doesn't work. I don't know how to do that part. Silly, but might you be able to help me with that? And the question would be is would both the requirement and cost be affected by MP Cost Rates? Although I'm not sure how well you know the script.
Should probably ask on one of the forums since I don't look at yanfly's scripts for the most part.
Okay. Well the MP Cost Rate isn't relevant to this topic. Well I just meant do you know a string for requiring greater-than-or-equal-to 75 MP and one for costing 100 MP? These strings would just use the logic of RGSS3. That is, if you deem a script not worth it.
Having a ruby expression doesn't really do much if the script doesn't support it. You could say
mp >= 75
Which requires mp to be greater or equal to 75 and
mp == 100
But then if those tags don't support it (or, don't do what you think it does), it doesn't do much.
The requirement function worked as I lowered the MP down to 50 and the skill could not be used. But as for the cost, it costed nothing. Not when the MP was lower than 100, equal to 100, or higher than 100. Suppose I should start topics, then. But what if I don't get support.
I don't know, but if you provide very little information and appear to have not made much attempt to figure out a problem, then you might not get support.
However if you show that there's a critical bug with the script and that it's not doing what it's supposed to do (or at least, what you think it should do), then maybe people will be more motivated to defend it.
I didn't post this on Yanfly. I posted this on the RPGMakerWeb forums as a string support. I told them what I was trying to do, what I tried to do and what happened, and below the bolded "[Ramble]" I explained what I was planning to do in my game and how it is applicable to other games, as I did with this. I tried looking in the Game Objects to find mp cost stuff and I hardly saw anything relevant. Battler_Base has some good things for the process of cost, requirement, and action, but nothing I see I could use in a string.
Not to bug by double-posting, but I found a solution. custom cost requirement mp >= 75 /custom cost requirement custom cost perform self.mp -= 100 /custom cost perform
Hmm, that seems logical. Your damage would involve MP, and you would be able to use the skill even if you didn't have full amount of MP.
If a spell requires 20 MP and you only have 19 MP, the spell will still be used, but, of course, your MP will drop to zero. If the user has 75% (for my game, but perhaps any set number in the script) of the MP that a spell costs, then the spell will be used and their MP will be depleted, or however you like to think it.
This feature is useful in other games where a 1 MP difference or so can get very frustrating.
For my game, an undercost is good to deepen gameplay because when MP is zero, the caster gets a Mortal state, where they take 100% critical hits aka their Magic Protection is no longer there to protect them from mortal blows so not only is their life force damaged from attacks but they have chances to say receive burns, get frozen, poisoned, or bleed. The critical evasion rate is, of course, raised by guarding and armor. So you have to determine if the spell is really needed. But without the undercost script, you're hardly ever going to see MP actually drop to "zero-zero" just because you need exact numbers.
What might want to be taken into compatibility is with the script http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-cost-manager/
That is, unless you would know how to work a string to make this functionality. Like if MP = 75% of would-be mp cost then require nothing but cost 100% remaining MP
This could be in the form of a commission if need be.