Zetu 70 Posted December 6, 2011 (edited) Alternate MP X (Resource System) v1.05 GET IT HERE DEMO Features: Customizable resources (Such as Rage) Support for multiple Resources per actor Many Customizable properties (such a regen) Credits: If you use this script, you must credit me. Must receive permission of use for commercial games. Note: Not all Features in the comments have been translated from RGSS2 to RGSS3. Edited April 27, 2012 by Zetu 9 Wren, Aeirex, Nigel and 6 others reacted to this Share this post Link to post Share on other sites
ze1 6 Posted December 9, 2011 So, with this you can create a system like Star Ocean 3 Fury system? That's nice! =D Share this post Link to post Share on other sites
Zetu 70 Posted December 23, 2011 Updated! Added all missing features that existed in the VX version. Also, no known errors exist, so tell me if I'm wrong about that. Tell me if there's a functionality that I don't have here that you want. /me stabbahs 1 Wren reacted to this Share this post Link to post Share on other sites
Tammsyn 8 Posted January 13, 2012 (edited) ok so what tags need to be added to skills and actors because i really do not get it EDIT ok so the tags only seam to work in the class note box not the actors Edited January 14, 2012 by Pheebes Share this post Link to post Share on other sites
AlexArmstrong 1 Posted January 15, 2012 Is it have not compatibility with Yanfly Engine Ace - Ace Battle Engine v1.15 ? Also, what exactly I must put in class notetags? Can you write an example, please? Share this post Link to post Share on other sites
dirtyswan 0 Posted January 26, 2012 I so need this to be compatible with YEA's battle engine. This is a great feature to have multiple resources instead of just boring old MPs. But Yanfly's engine overwrites all the bars with just an MP bar. Alex, if you are still looking at this thread here's an example I did with Rage (like Warriors from WoW) under class note tag I wrote "<ampx:Rage>" Make sure you label your resource in the scipt as "Rage" as well. for skill cost, "<ampxcost:Rage 1>" this makes the skill cost 1 Rage point. You have to set up in the script how your resource ill generate and all that good stuff. Share this post Link to post Share on other sites
AlexArmstrong 1 Posted January 30, 2012 dirtyswan Thank you a lot! I was totally confused before (with Class/Actor notes too). Thanks again) I really like this script, and I hope to find battle system suitable for it. Share this post Link to post Share on other sites
DartKain 1 Posted February 3, 2012 (edited) In the future,this script would becompatibility with the KGC Generic Gauge? Edited February 3, 2012 by DartKain Share this post Link to post Share on other sites
Zetu 70 Posted February 3, 2012 (edited) Um... The VX version was compatible without me having to do anything, so I believe it should be. If not, link me to the XVA version. EDIT: I believe the ordering of the script matters. Can't remember which one needed to be first. Also, I will make a YEA compatibility patch later on. Edited February 3, 2012 by Zetu 1 Wren reacted to this Share this post Link to post Share on other sites
simpdanny 0 Posted February 6, 2012 When adopted in VXA version, the script cannot work =( The resources can display in the actor information correctly, but no skill with tags <ampxcost:Rage 1> can be cast. I just copy-and-paste. What's wrong? (Basic settings were done. I guess it's not compatible with XVA. ><) Share this post Link to post Share on other sites
Zetu 70 Posted February 6, 2012 (edited) A few things to check. First, make sure the user of this skill has <ampx: Rage> in their actor/class notebox. Make sure, in the RESOURCES array, that the parameters, :name, "Rage", are exactly like that. (Regexp goes by :name param) Then, make sure you have at least 1 Rage when you are casting the spell. After that, I would need more detail about your error to do anything. (Such as weather or not the skill cost displays or such.) Give me a screenshot of when your trying to cast the spell. Edited February 6, 2012 by Zetu 1 Wren reacted to this Share this post Link to post Share on other sites
simpdanny 0 Posted February 7, 2012 class setting: (I'm sry that my interface has been translated into traditional Chinese.) Skill setting: When in the battle: The script is identical with yours. BTW, I don't use any other scripts. thx >< Share this post Link to post Share on other sites
Zetu 70 Posted February 7, 2012 Add a space between "Rage" and "1" in skill note? 1 Wren reacted to this Share this post Link to post Share on other sites
simpdanny 0 Posted February 8, 2012 It still cannot work... But, I found if I set default mp cost > 0 The Rage cost 1 would display. (Judged by color) ...However, the skill can't be used either, lol. --- ohhhhhhh! In XVA version, there is a class called Game_BattlerBase to handle mp_cost and tp_cost including the method : skill_cost_payable? and in the script, the method is overwritten in class Game_Battler is that the problem? Share this post Link to post Share on other sites
Stefan 0 Posted March 12, 2012 (edited) I am not a scripter, but i copy-pasted the draw_actor_mp definitions together into yanfly battle engine and now it works. Regens are applied correctly but the problem with the payable check makes skills unusable. If I break any rule by pasting an change of the scrpit please delete my post. however here is the definition paste this as overwrite into the yanfly ace battle engine def draw_actor_mp(actor, dx, dy, width = 124) if actor.resources.nil? actor.setup(actor.id) end width /= actor.resources.size offset = width if actor.resources.size != 1 offset += 2 width -= 1 end for i in 0...actor.resources.size draw_actor_ampx(actor.resources, dx+offset*i, dy, width) end cy = (Font.default_size - contents.font.size) / 2 + 1 end this is how it looks in the end-> http://imageshack.us.../72/pic1lr.png/ Edited March 12, 2012 by Stefan Share this post Link to post Share on other sites
AlexArmstrong 1 Posted March 13, 2012 Stefan Thanks! Seems it's not perfect (my TP gauge disappear somewhere), but it's great temporary solution! Share this post Link to post Share on other sites
Stefan 0 Posted March 16, 2012 (edited) Well didn`t had the problem with the tp-bar althrough its not pretty by default since anything is so close together. I also had edited SNOWs Display MP and TP-Script for AMPX All credits to Snow. Now it looks like this http://imageshack.us...37/pic3bhl.png/ Script is--> #============================================================================== # â– [sNOW] Display MP and TP redone for AMPX #------------------------------------------------------------------------------ # This script will display TP and MP in the Skill List if both are required. # For RPG Ace. Place under Materials. #============================================================================== class Window_SkillList < Window_Selectable def draw_skill_cost(rect, skill) if @actor.skill_tp_cost(skill) > 0 change_color(tp_cost_color, enable?(skill)) draw_text(rect, @actor.skill_tp_cost(skill), 2) rect.width -= 32 end if @actor.skill_mp_cost(skill) > 0 values = @actor.skill_ampx_costs(skill) values.size.downto(0) { |i| next if values.nil? next if (resource = @actor.resourcebyid(i)).nil? change_color(text_color(resource.color1), @actor.skill_cost_payable?(skill)) draw_text(rect, values, 2) rect.width -= 32 } end end end Edited March 17, 2012 by stesc Share this post Link to post Share on other sites
snow 18 Posted March 16, 2012 Thanks Stesc, though I really don't need that much credit, it was a small snippet I made ^^ You might notice though that when you edit your posts with a code inside it, it changes the ">" to "&--#62". It's a formatting error on the forum itself, so it messed up your code. Share this post Link to post Share on other sites
Zetu 70 Posted March 17, 2012 TP was never really a concern when I made this script, since having an additional resource kinda overdid it. You could somewhat create your own TP resource to replace the old one in this, if I were to add randomizing starting resource (instead of 0, full, or normal) 1 Wren reacted to this Share this post Link to post Share on other sites
Stefan 0 Posted March 17, 2012 Well thanks for making me notice my fault Didn`t overlooked at first after posting. I just use the old TP for limits breaks etc. since as you said, having 2 resources for normal skills is already enough. Share this post Link to post Share on other sites
Tammsyn 8 Posted March 25, 2012 ok an update to fix the resource abbv and value positioning in YEA battle engine its pretty much the same script as http://www.rpgmakervxace.net/topic/213-alternate-mp-x-resource-system-v103/page__view__findpost__p__19288 except it has a little extra def draw_actor_ampx(resource, x, y, width) draw_gauge(x, y, width, resource.rate, text_color(resource.color1), text_color(resource.color2)) change_color(text_color(resource.color2)) draw_text(x, y+5, 30, line_height, resource.abbv) draw_current_and_max_values(x, y+5, width, resource.value, resource.max,#~ mp_color(resource.actor), normal_color) end def draw_actor_mp(actor, dx, dy, width = 124) if actor.resources.nil? actor.setup(actor.id) end width /= actor.resources.size offset = width if actor.resources.size != -1 offset += 2 width -= 1 end for i in 0...actor.resources.size draw_actor_ampx(actor.resources, dx+offset*i, dy, width) end cy = (Font.default_size - contents.font.size) / 2 + 1 end Share this post Link to post Share on other sites
Stefan 0 Posted March 25, 2012 pclaydon works good, looks good, thx for pulling the numbers down. Share this post Link to post Share on other sites
Tammsyn 8 Posted March 26, 2012 lol np was doing my head in with the numbers all messed up i had fixed the tp positioning (made it have its own line) but required a lot of editing so didnt post it any one know how to put the abv in the cost list as atm it just shows a colour coded value but would be nice for the letters aswell Share this post Link to post Share on other sites
Captain Obvious 0 Posted March 29, 2012 I can't get any of my skills that require alternate MP to become usable. Was a fix for this mentioned anywhere? Share this post Link to post Share on other sites
Tammsyn 8 Posted March 29, 2012 i could take a look if you want to send me ur project up2 you tho Share this post Link to post Share on other sites