DoubleX 208 Posted August 9, 2014 (edited) Script name DoubleX RMVXA Dynamic Cost Author DoubleX Terms of use None other than not claiming this script as created by anyone except DoubleX or his alias Introduction Lets users alter the skill's mp or tp cost via custom formulae Note: Error will occur if you use def instead of self.def due to how this script works. #------------------------------------------------------------------------------| # * Notetag <dynamic mp: string> for skills: | # To add numerical values evaluated from string to its skill's mp cost, put | # the above notetag into that skill's notebox in the database. This notetag | # only takes effects on users having states with <dynamic mp> notetag. | # string supports numeric constants and (needs scripting knowledge)methods | # currently applicable to the current user trying to use this skill. | #------------------------------------------------------------------------------| # * Notetag <dynamic tp: string> for skills: | # To add numerical values evaluated from string to its skill's tp cost, put | # the above notetag into that skill's notebox in the database. This notetag | # only takes effects on users having states with <dynamic tp> notetag. | # string supports numeric constants and (needs scripting knowledge)methods | # currently applicable to the current user trying to use this skill. | #------------------------------------------------------------------------------| # * Notetag <dynamic mp> for states: | # To make dynamic mp costs applicable to a battler, add a state with this | # notetag added to its notebox in the database to that battler. | #------------------------------------------------------------------------------| # * Notetag <dynamic tp> for states: | # To make dynamic tp costs applicable to a battler, add a state with this | # notetag added to its notebox in the database to that battler. | #------------------------------------------------------------------------------| #==============================================================================| # ** You only need to edit this part as it's about what this script does | #------------------------------------------------------------------------------| module DoubleX_RMVXA module Dynamic_Cost #------------------------------------------------------------------------------| # * Multiply_MCR, default = true | # The numerical values evaluated from string in skills' dynamic mp notetags | # will be multiplied by user's mcr before being added to their mp costs. | #------------------------------------------------------------------------------| Multiply_MCR = true end # Dynamic_Cost end # DoubleX_RMVXA #==============================================================================| Video https://www.youtube.com/watch?v=R4FypT_6jO0&feature=youtu.be Features Use of notetags(requires knowledge of notetag usage) to set specific skills to have custom mp and tp costs for users having dynamic mp and tp states respectively Some custom damage formula and scripting knowledge is needed to use this script to its full potential Instructions Open the script editor and put this script into an open slot between Materials and Main. Save to take effect. Compatibility Scripts aliasing or rewriting method: - self.load_database under module DataManager- skill_mp_cost or skill_tp_cost under class Game_BattlerBase may have compatibility issues with this script Place this script above those aliasing any of these methods if possible FAQ None Changelog v1.00a (GMT 0900 9-8-2014): - 1st version of this script finished (DoubleX)Dynamic Cost v1.00a.txt Edited August 9, 2014 by DoubleX 1 Share this post Link to post Share on other sites
Jolt Android 36 Posted September 17, 2014 Hey, this is as really cool idea. All these things that pop into my head (but I forget about) you end up making scripts for. Would you be able to write us up a simple scripting example for dynamic costs? For example, a skill that costs more MP if an actor's intelligence is higher (say, the more intelligence the actor has the more the skill costs...) Share this post Link to post Share on other sites
DoubleX 208 Posted September 17, 2014 Hey, this is as really cool idea. All these things that pop into my head (but I forget about) you end up making scripts for. Would you be able to write us up a simple scripting example for dynamic costs? For example, a skill that costs more MP if an actor's intelligence is higher (say, the more intelligence the actor has the more the skill costs...) (Assuming intelligence means mat here)Setting the dynamic mp notetag as <dynamic mp: x + mat * y> will make the extra mp cost equal to x plus (user's mat multiplied by y), effectively making a skill costs more MP if its users have a higher intelligence. Share this post Link to post Share on other sites