[RMVX ACE] [SCRIPT REQUEST] SOME BASIC ATTACKS COST MP
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Ok! So here's my predicament. Basic attacks costing MP I've got down by modifying Skill #1, my question is this. I want to have two weapon categories, one of which costs MP to use weapons, and one category that does not. (IE one is a firearms category, one is a melee weapon category. MP is replaced with Ammo.) Not only this, a lot of the characters dual wield - so dual wielding a firearm and a melee weapon should only have the MP cost of the one weapon - and double if they have two firearms equipped. Lastly, I was hoping it would be possible that if you can't use a firearm due to zero MP, you'd instead perform a weak physical attack. Is this all possible?
Yanfly (yanflychannel.wordpress.com) has a script called Weapon Attack Replace that should do what you need, assuming you're using Ace.
Puddor beat me to it, but I was going to say the same thing. YF's got you covered here.
Oh, BTW, if you want something less Kludgy than using MP as bullets, you can also find YF scripts that will let you track items as bullets and make skills cost items. When I figured out how to set this up in combination with Weapon Attack Replace to work correctly for my gun-centric game I was fucking ecstatic.
Yes, but not with them both mapped to the 'attack' command, at least not easily. You'd want to put the 'weak, no ammo attack' as a skill (which could also be set up as a battle command). I did this in my game Impetus; the skill's called "Knife" and it effectively represents the ("press R3 to stab something") melee you have in basically every generic FPS ever.
Oh, BTW, if you want something less Kludgy than using MP as bullets, you can also find YF scripts that will let you track items as bullets and make skills cost items. When I figured out how to set this up in combination with Weapon Attack Replace to work correctly for my gun-centric game I was fucking ecstatic.
Lastly, I was hoping it would be possible that if you can't use a firearm due to zero MP, you'd instead perform a weak physical attack. Is this all possible?
Yes, but not with them both mapped to the 'attack' command, at least not easily. You'd want to put the 'weak, no ammo attack' as a skill (which could also be set up as a battle command). I did this in my game Impetus; the skill's called "Knife" and it effectively represents the ("press R3 to stab something") melee you have in basically every generic FPS ever.
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