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[RM2K3] Skill takes HP rather than MP.

author=iddalai
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
Well 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.
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!

[RM2K3] Skill takes HP rather than MP.

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 !~

[RM2K3] Skill takes HP rather than MP.

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!

[RM2K3] Skill takes HP rather than MP.

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!

[RM2K3] Skill takes HP rather than MP.

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)

[RM2K3] Skill takes HP rather than MP.

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?

[RM2K3] Skill takes HP rather than MP.

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.

Minimap Plugin

I've got a few questions.
Is there anyway to make this simpler and efficient?
By this, My advances that I'd like to make while I use this.

Make. "Link_id", 1, 2, 3. Is this possible?(Tagging different events with the same level of importance). Being able to directly target an Event, instead of guessing which is the name of it. Thanks.

DynBattleDisplay

I will be waiting for a fix, I've got the same error as xshoobux. I was able to run both games(the example/and my own). After I used the patcher I am now unable to run them normally as I get a rpt : Direct Draw error. The only way to do run the game(s) is by using the rpgm2k3(or 2k9). However, when I closed it(if I press X) I get an error of EFB with codes- need to use task manager and kill rpg maker rtp(which will closed the opened game). I have the extra RPG_RTP.exe to turn it back to normal but this patch is super help full. I will get you the download by tomorrow(Using MEGA), if not I will try to give you the game without the patch, so you can patch it yourself so no mistakes would be made.

https://mega.nz/#F!nVx1zDRb!r7eyRVKilhrcvSiRo9HMng
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