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Zetu

Alternate MP X v1.05 [DEMO NOW HERE!]

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Alternate MP X (Resource System) v1.05

 

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.

 

w46dj.png

Edited by Zetu

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So, with this you can create a system like Star Ocean 3 Fury system?

That's nice! =D

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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

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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 by Pheebes

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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.

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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 by Zetu

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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. ><)

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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 by Zetu

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class setting:

(I'm sry that my interface has been translated into traditional Chinese.)

 

4sXyG.png

 

Skill setting:

 

K6xlE.png

 

When in the battle:

 

lEuNl.png

 

 

 

The script is identical with yours.

 

BTW, I don't use any other scripts.

 

thx ><

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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?

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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 by Stefan

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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 by stesc

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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.

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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)

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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.

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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

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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

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