View previous topic :: View next topic |
Author |
Message |
Meatballsub Divine Bovine

Joined: 16 Jun 2003 Posts: 437 Location: Northwest Georgia
|
|
Back to top |
|
 |
TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
|
Posted: Thu Aug 02, 2007 4:38 pm Post subject: |
|
|
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. |
|
Back to top |
|
 |
Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
|
Posted: Thu Aug 02, 2007 5:55 pm Post subject: |
|
|
That doesn't check if the player has enough MP.
So no, you can't really do what you're asking. _________________
|
|
Back to top |
|
 |
msw188
Joined: 02 Jul 2003 Posts: 1041
|
Posted: Thu Aug 02, 2007 7:58 pm Post subject: |
|
|
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. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
|
Back to top |
|
 |
Meatballsub Divine Bovine

Joined: 16 Jun 2003 Posts: 437 Location: Northwest Georgia
|
Posted: Fri Aug 03, 2007 6:31 am Post subject: |
|
|
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. _________________ MOCBJ Software - My Games
The Hamster Wheel - OHRRPGCE Information Database |
|
Back to top |
|
 |
|