[RM2K3] SKILL TAKES HP RATHER THAN MP.
Posts
Now, as much as you may know. You can just go to group and set your variable as to when a command is used, something happens(whatever it may be).
What I've been trying to do today(for my game), is that whenever you use a skill- instead of depleting your mp it depletes your hp instead.
Example : Persona4, when cleave is use % hp is taken to use a certain skill. I want to do the same as that. I'm an experienced coder so let me know if any of you got ideas. My current one at the moment is to make a skill function and it activates a switch, but I don't want to do that for : every character/x skills. I'm trying to find an easier way and it would be great if there was solutions here, thank you.
What I've been trying to do today(for my game), is that whenever you use a skill- instead of depleting your mp it depletes your hp instead.
Example : Persona4, when cleave is use % hp is taken to use a certain skill. I want to do the same as that. I'm an experienced coder so let me know if any of you got ideas. My current one at the moment is to make a skill function and it activates a switch, but I don't want to do that for : every character/x skills. I'm trying to find an easier way and it would be great if there was solutions here, thank you.
You can make the skills still consume MP, but have a battle event check when MP is depleted and heal that amount of MP while decreasing the same amount of HP, but you'll have to make that event triggered by using a certain "skill subset" different from the magic/spells subset.
Meaning, only add skills to the skill subset and only add magic/spells to the magic subset.
But you won't be able to use spells/magic activated by switches this way (since they'll appear on both subsets).
Meaning, only add skills to the skill subset and only add magic/spells to the magic subset.
But you won't be able to use spells/magic activated by switches this way (since they'll appear on both subsets).
author=iddalai
You can make the skills still consume MP, but have a battle event check when MP is depleted and heal that amount of MP while decreasing the same amount of HP, but you'll have to make that event triggered by using a certain "skill subset" different from the magic/spells subset.
Meaning, only add skills to the skill subset and only add magic/spells to the magic subset.
But you won't be able to use spells/magic activated by switches this way (since they'll appear on both subsets).
Can you make an example of something? I did do that where i had specific amount of commands/skills.
(Tech(hp), Elements(mp)) So usually they are separated by the cost of what they use in my project that I'm making, so they are separate sub-skills. what do u have in mind?
Are you looking for a % of HP specifically? You might be able to easily do what you want with conditional branches in the Troops/encounter battle conditions section. But for %, while I'm sure it's possible I wouldn't know how to do it.
For conditional branches you can minus HP from the character when X skill is used and then check to see if the hero has enough hp to do it.
Maybe this is something simple and you've tried but it's worth a thought if you don't mind for going the % factor. This way is easy i would imagine and easily implemented.
edit: I got back to this a little late, so iddy beat me. But I think we have the same general idea.
For conditional branches you can minus HP from the character when X skill is used and then check to see if the hero has enough hp to do it.
Maybe this is something simple and you've tried but it's worth a thought if you don't mind for going the % factor. This way is easy i would imagine and easily implemented.
edit: I got back to this a little late, so iddy beat me. But I think we have the same general idea.
This is gonna be complicated :P
Example:
"Battle event 1" - Trigger Turns elapsed - variable A set current Zack MP, variable B set current Zack MP.
"Battle event 2" - Trigger hero Zack uses Tech command, variable A set current Zack MP, variable B set current Zack MP.
"Battle event 3" - Trigger Zack HP is between - variable B set current Zack MP, Conditional if variable B is not equal to variable A then = subtract value of variable B to variable A, Zack HP reduce value of variable A (optional "HP reduction can kill target"), Zack MP increase value of variable A.
Done :D
Tested and it works, but you won't be able to use %HP cost this way.
Or you can let the player die if they don't have HP. I think it adds more to the gameplay :P
Yup :)
Rm2k3 is hard to work with when it comes to custom stuff, you'll have to make the "Trigger Xhero HP is between " for all characters using Techs.
And if you want %HP, you'll have a lot of work with conditionals and variables.
Example:
"Battle event 1" - Trigger Turns elapsed - variable A set current Zack MP, variable B set current Zack MP.
"Battle event 2" - Trigger hero Zack uses Tech command, variable A set current Zack MP, variable B set current Zack MP.
"Battle event 3" - Trigger Zack HP is between - variable B set current Zack MP, Conditional if variable B is not equal to variable A then = subtract value of variable B to variable A, Zack HP reduce value of variable A (optional "HP reduction can kill target"), Zack MP increase value of variable A.
Done :D
Tested and it works, but you won't be able to use %HP cost this way.
author=InfectionFiles
For conditional branches you can minus HP from the character when X skill is used and then check to see if the hero has enough hp to do it.
Or you can let the player die if they don't have HP. I think it adds more to the gameplay :P
author=InfectionFiles
But I think we have the same general idea.
Yup :)
Rm2k3 is hard to work with when it comes to custom stuff, you'll have to make the "Trigger Xhero HP is between " for all characters using Techs.
And if you want %HP, you'll have a lot of work with conditionals and variables.
author=InfectionFiles
Are you looking for a % of HP specifically? You might be able to easily do what you want with conditional branches in the Troops/encounter battle conditions section. But for %, while I'm sure it's possible I wouldn't know how to do it.
For conditional branches you can minus HP from the character when X skill is used and then check to see if the hero has enough hp to do it.
Maybe this is something simple and you've tried but it's worth a thought if you don't mind for going the % factor. This way is easy i would imagine and easily implemented.
edit: I got back to this a little late, so iddy beat me. But I think we have the same general idea.
Do you have a demo/example?
I'm actually interested into % hp but my math fails, i can only code and use events/branches to do things regardless of what the chances are- I enjoy rpgm2k3(i use rpg 2k9). I was thinking of placing certain variables and making it loose a %.
Variable X : hp
Looses % that X when Y skill is used. But, usually I try to code globally(like for all my characters since im so lazy)
Well, like I said I dont know how to do a % in rm2k3 but you could probably easily do it with base numbers. Otherwise without the engine in front of me I'm not sure I'll be much use :P
author=InfectionFiles
Well, like I said I dont know how to do a % in rm2k3 but you could probably easily do it with base numbers.
I could be wrong, but, if we are using game-variables, shouldn't getting a percentage of HP (or MP) mean taking the variable that stores current HP/MP multiplying it by 100, then dividing that by the variable that's storing max HP/MP? I don't specifically recall if the event commands that can manipulate HP or MP takes game-variables, but, it seems exceptionally likely.
*Edit: As for doing this on a global scale, using as few variables as possible, I don't know. Is it possible for game-variables to store the identity of the user of an ability? If you can, you could probably use that variable as a Conditional Branch as far as manipulating the correct person's HP values. If not, would the workaround be... using game-switches, and a separate skill-slot for each party member that would use the skill? You're probably using a Common Event for this either way, and the Conditional Branch would be based on which switch is active, rather than a variable.
author=Marrendauthor=InfectionFilesI could be wrong, but, if we are using game-variables, shouldn't getting a percentage of HP (or MP) mean taking the variable that stores current HP/MP multiplying it by 100, then dividing that by the variable that's storing max HP/MP? I don't specifically recall if the event commands that can manipulate HP or MP takes game-variables, but it seems exceptionally likely.
Well, like I said I dont know how to do a % in rm2k3 but you could probably easily do it with base numbers.
I'm very sure you're right because you are a god :P but I never did anything exceptionally awesome/crazy with rm2k3. especially messing with percentages
I'm the kind of crazy that does percentage-based stat modifications with equipment. That's in VX Ace, though so, it doesn't count for this thread.
*Edit: As a awkward side-note, the cost for any skill that would cost HP rather than MP is that the list will print the MP cost. Which is probably 0. I forget how much room 2K3 has to describe skills, but, I imagine that the fact that this skill cost 35% of the character's health (or whatever percent is being used) would be a part of the description.
Which makes me realize that I was doing it backwards. To get a percentage cost, it would be the percent-value (so, using the above example, 35), multiplied by the character's max hp, then divided by 100! Bleh!
*Edit: As a awkward side-note, the cost for any skill that would cost HP rather than MP is that the list will print the MP cost. Which is probably 0. I forget how much room 2K3 has to describe skills, but, I imagine that the fact that this skill cost 35% of the character's health (or whatever percent is being used) would be a part of the description.
Which makes me realize that I was doing it backwards. To get a percentage cost, it would be the percent-value (so, using the above example, 35), multiplied by the character's max hp, then divided by 100! Bleh!
Yeah. VX Ace is a different story, I enjoy going with percentages there. rm2k3 is just not built for ease for some things like this Diablo II Sacrifice skill he's asking for.
Only certain functions from Common Events can be used during battles in rm2k3.
There really isn't an easy way to do this in rm2k3.
The only way to check which hero used what skill in rm2k3 is by using "Hero used X command" and then checking how much MP they used (and making sure no other skill uses the same MP cost).
You could also use switches for each skill, but all skills would have to be "coded" to deal damage and have Hit% using variables, and they would only appear in "normal magic/skill command" but not in the other "skill subsets" since they're switches.
Plus, the coding to make this work would have to be duplicated for each character using these skills.
Simply put, rm2k3 wasn't made for this :/
There really isn't an easy way to do this in rm2k3.
The only way to check which hero used what skill in rm2k3 is by using "Hero used X command" and then checking how much MP they used (and making sure no other skill uses the same MP cost).
You could also use switches for each skill, but all skills would have to be "coded" to deal damage and have Hit% using variables, and they would only appear in "normal magic/skill command" but not in the other "skill subsets" since they're switches.
Plus, the coding to make this work would have to be duplicated for each character using these skills.
Simply put, rm2k3 wasn't made for this :/
Okay so this is what i ended up doing, works perfectly fine. using % if u dont want to use % just change from the "% hp" to the number.


SOLVED!
Basically, every time ANY skill in the TECH is used you loose 15%hp which is a condition(like poison) that affects you 1 time per turn. Turns elapsed 1x+1 so its always checked for every turn that happens. All u gotta use is this simple coding for every character(all in the same page) and makes it global enough, thanks all!
Feel free to use this for anyone else that needs help!


SOLVED!
Basically, every time ANY skill in the TECH is used you loose 15%hp which is a condition(like poison) that affects you 1 time per turn. Turns elapsed 1x+1 so its always checked for every turn that happens. All u gotta use is this simple coding for every character(all in the same page) and makes it global enough, thanks all!
Feel free to use this for anyone else that needs help!
Good deal, that's awesome!
author=InfectionFiles
Good deal, that's awesome!
Now I've got a new problem, the skill cannot kill you and if you remain at 1 hp you can spam it and won't die, I want to make it that you can't use it if ur below 15%.
With this new found info, how can that be possible?
Just for safe keeping incase I think of something later I know a monster can kill you and is not safe for someone to be with 1 hp around the fight regardless but, I just want it to be legit!
maybe add a branch checking if you have at least an X amount of health for the skill to work?
author=InfectionFiles
maybe add a branch checking if you have at least an X amount of health for the skill to work?
Gah, %hp and checking it it's just too much trouble. I'll just fit it within the plot line of like. "hey u can still use the hp% sacrifice even at low hp, just be-careful. If the enemy finds that you are weak, you will fall"
Within the plot, I gave up. I at least found what I was looking for, and I really don't want to use variables. Want to make it as simple and approachable as possible but thanks anyways for the recommendation !~
Well, it is simple, but all your Techs will cost the same amount of HP.
And you can exploit the game by using the stronger Tech with low HP since you'll never die.
Anyways, congrats on finding a way you like :P
And you can exploit the game by using the stronger Tech with low HP since you'll never die.
Anyways, congrats on finding a way you like :P
Remember that after each spell cast you can set the maximum MP = current HP. That way all the skills can be set in MP terms (like % of MP) and, so long as they are under the correct skill set (as already described above) they'll cost the appropriate amount of HP and be unavailable if you have insufficient HP. And they can kill you, if you want that.
author=iddalaiWell yea, they'll all cost the same. But, I'm planning on making it level dependant as making all tech skills cost the same but do different things.
Well, it is simple, but all your Techs will cost the same amount of HP.
And you can exploit the game by using the stronger Tech with low HP since you'll never die.
Anyways, congrats on finding a way you like :P
Persay if X Hero is Level Greater than or = to 15 and below : 15% if it's Lv.16 to 30 it will cost 28%. Even if it all cost the same I'm doing a little deeper in it to see if it works, i mainly wanted to get that working and sleep over it to make it work. But thanks anyways.
author=hedge1
Remember that after each spell cast you can set the maximum MP = current HP. That way all the skills can be set in MP terms (like % of MP) and, so long as they are under the correct skill set (as already described above) they'll cost the appropriate amount of HP and be unavailable if you have insufficient HP. And they can kill you, if you want that.
Yea, i'll be doing that today so I don't have a big mess, I just had a patch hover it and work on it slowly so it's legit. But, I don't 100% fully understand what you're saying. So it's a bit hard to what you're saying, however I think you mean that.
Have each spell have the MP cost which will take the HP instead and it will make the mechanic rely on hp rather than mp so it will all act like normal xD
if I got it wrong or understand, I'd like a clearer example!

















