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Spell cost as a percentage?

 
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Meatballsub
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Joined: 16 Jun 2003
Posts: 437
Location: Northwest Georgia

PostPosted: Thu Aug 02, 2007 4:12 pm    Post subject: Spell cost as a percentage? Reply with quote

Just wondering, is there a way to make a certain spell cost xx% of maximum mp?

Thanks!
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Thu Aug 02, 2007 4:38 pm    Post subject: Reply with quote

I imagine you could use a attack-chaining maneuver where:

Attack 1:

Sets the hero's Mp to X% using the Damage Settings:
Damage Math: Mp = X% of Maximum
And then turn on the bitset '% based attacks damage instead of set'

Attack 2:

What the attack would've normally been.

I haven't tested the bitset myself, but that's what it sounds like it does.
You also need to be using the nightlies for this bitset to appear.
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Moogle1
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PostPosted: Thu Aug 02, 2007 5:55 pm    Post subject: Reply with quote

That doesn't check if the player has enough MP.

So no, you can't really do what you're asking.
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msw188




Joined: 02 Jul 2003
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PostPosted: Thu Aug 02, 2007 7:58 pm    Post subject: Reply with quote

If it's very important, and you have about 100 attacks to spare or so, I think you could fake this with a script that checks to see if the hero's max MP has changed, and if so gives him a new copy of the attack with the correct cost. If the only thing that affects max MP is levels, you could probably get away with this only running after battles. If you want equipment or items to affect max MP as well, you will need to run this script pretty much every time you open the menu.

If you would like to pursue this (it will mean making 100 copies of the same attack that just cost different MP amounts in custom), and would like help on the script, let us know.
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Meatballsub
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Joined: 16 Jun 2003
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Location: Northwest Georgia

PostPosted: Fri Aug 03, 2007 6:31 am    Post subject: Reply with quote

Hmm, interesting. I'm not sure what I am going to do at this point.

I just have a few spells that i'm having a hard time balancing in my game. Some of them can possibly be exploited and overpowering. Setting these spells to cost a certain percentage just seemed logical, but I'll think about this more and try and figure out something.
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