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[RMVX ACE] REGAIN MP OVER TIME

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InfectionFiles
the world ends in whatever my makerscore currently is
4622

Hey RMN, I'm in need of help again with something I'm hoping is an easy fix.

I want to restore MP, or in this case AP over X time or X steps as a passive, always happening thing. (except during combat)

Is this something easily done? Do I mess with states or skills to get this working or is this something I can do through a common event or along those lines?

Thank you for any help or a point in the right direction!
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
A quick dirty fix would be this:

Make a parallel process event on each map. Make it constantly set a variable STEPS to the amount of steps. Then, have a conditional branch checking whether variable STEPS-1 and STEPS are equal. If so, set STEPS-1 to STEPS, and add 1 to a third variable, let's say CHECKER. If not, then do nothing.

Finally, do CHECKER mod X, and check whether it is 0. If so, recover some AP.

This is how I created my spike trap puzzle that switches between three different states while walking. There may be a more elegant way to do it, though. For one, you could make it a comment event that is called each map.
Marrend
Guardian of the Description Thread
21806
That common event idea would probably be the best way to do it, if it's outside of battle. I mean, MP Regeneration is an EX-Parameter (MGR, I think?) that could be defined as a class-trait, but, I don't recall how it applies to non-combat situations (if at all). That stat is also percentile based, which... well, it depends on how the game is designed if that's good or not!

*Edit: Though, I'm not sure about the checker-variable. I'd use a "total_steps" for how many steps players need to take before the regen takes place and "current_steps" for how many steps players have taken so far. Though, to get "total_steps", you'd have to add a number to "current_steps", which could be a bit clunky using event-commands.

Actually, what I'm thinking about occurs on a per-map-that-has-encounters basis in Legacy Reborn in regards to it's random encounters. Or, at least, that's what I'm recalling? I don't have VX on this machine to look it up, but, if you do, I'm 99% sure the project is not encrypted.
Copy the Poison state. Edit the -10% HGR to +whatever# MGR. event at start of every battle that removes that state. common event that applies the state outside of battle. profit.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Thanks everyone! I'll try these suggestions and get back to ya
Jeroen_Sol
Nothing reveals Humanity so well as the games it plays. A game of betrayal, where the most suspicious person is brutally murdered? How savage.
3885
For this specific case, go with Libby's approach. Mine can be more easily generalized to do whatever you want every X steps, and can be easily changed to vary X, but for this case, Libby's probably takes 10 times less effort.
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