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DoubleX RMVXA Dynamic Cost

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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 by DoubleX

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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...)

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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.

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