AES_MZ_CustomMp - Customize the "MP" resource on a per-class basis

Aesica

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So I've begun the process of migrating my (relatively unknown I suspect!) plugin library over to MZ, and figured I'd start with this one.

This plugin lets you customize how MP appears for each individual actor class via note tags:




List of things it can do, all on a per-actor-class basis:
  • Change the colors of the MP gauge
  • Change the colors and label of the MP cost displayed for skills
  • Modify how RecoverAll behaves in relation to HP and MP
  • Add HP and MP recovery (or loss) after battle
  • Allow MP to be recovered when taking damage, filterable by type
  • Allow MP to be recovered when dealing damage, filterable by type
  • Displays MP, TP, and HP (plugin required) costs properly together when both are part of a skill's cost
  • Hide MP regen
You can find this plugin in my RMMZ library here
 

gambitben

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I've been waiting for this :MV3:

If you port your tagstats I'll scream... out of sheer excitement.

Thank you for all the work @Aesica , your plugins are always pure 100% unadulterated QUALITY.
 

jinx42

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Thank you so much! this is exactly what i was looking for!
 

Aesica

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If you port your tagstats I'll scream... out of sheer excitement.
The MV version of AES_BattleCore seems to work in MZ right out of the box, minus the ApplyZoneEffects plugin command. There's a bit of cleanup I'd like to do before putting out a "proper" MZ version, but you should be able to use most of its features (including tag stats) right now. :)
 

White Dragon

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Wonderful plugin, it works like a charm, thank you very much!
Do you intend to create a similar plugin for TP? :)
 

BrentBAM

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So I've begun the process of migrating my (relatively unknown I suspect!) plugin library over to MZ, and figured I'd start with this one.

This plugin lets you customize how MP appears for each individual actor class via note tags:




List of things it can do, all on a per-actor-class basis:
  • Change the colors of the MP gauge
  • Change the colors and label of the MP cost displayed for skills
  • Modify how RecoverAll behaves in relation to HP and MP
  • Add HP and MP recovery (or loss) after battle
  • Allow MP to be recovered when taking damage, filterable by type
  • Allow MP to be recovered when dealing damage, filterable by type
  • Displays MP, TP, and HP (plugin required) costs properly together when both are part of a skill's cost
  • Hide MP regen
You can find this plugin in my RMMZ library here
Just implemented this in my game. It is excellent thank you.
 

Aesica

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Do you intend to create a similar plugin for TP? :)
At the moment no, but mainly because TP's less flexible without tweaking more things that may cause conflicts with other plugins.
 

Nekohime1989

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Well this is nice to have. Question though. Is it possible to make is so that the MP bar works like an HP buffer until it reaches zero? (think starcraft protoss shields)
 

Aesica

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Well this is nice to have. Question though. Is it possible to make is so that the MP bar works like an HP buffer until it reaches zero? (think starcraft protoss shields)
Not with this plugin, no. If there's any other plugins floating around that allow for a "convert mp into a shield" state, it should work with it though.
 
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Thanks for the plugin. I noticed that it looks like the "After battle recovery" is triggering twice. It seems to do 1 pulse on victory, and then a second pulse when the party returns to the map screen.
 

Ophiucus Games

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Is it possible to set different icons for Max MP (as per the VisuStella core plugin) that differs by actor/class?
 

Aesica

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Is it possible to set different icons for Max MP (as per the VisuStella core plugin) that differs by actor/class?
I'm not sure, but I don't think so. If there's some way in the VS plugins to set conditional checks for displaying the icon and you're comfortable with a little javascript, you could always create a custom note tag, such as <Custom MP Icon: 12345>, then check for that note tag with something like:

whateverTheirIconVariableIs = +user.currentClass().meta["Custom MP Icon"] || 0;

Replace "0" with whatever you want the default MP icon to be and whateverTheirCustomIconVariableIs with, well what the name implies. It'd be in one of their JS: asdf plugin parameters, but I'm not sure which.

That's the best I can do given the obfuscated nature of the VS plugins. Sorry.
 

defective42

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I want to use an on map event to command:

Recover All: Entire Party

with the goal of having every actor recover 75% of their HP and MP. If I put the following note tags on each actor in the party, the Recover All has no effect:

<Recover All HP: .75>
<Recover All MP: .75>

If I put those note tags on the classes, each actor in those classes begins the game at 75% of max HP and MP. They will, however, recover to 75% when triggered by the event.

I've disabled all other plugins and made sure Recover All isn't called except by the one event.

What am I missing?

Also a request. Recover HP/MP only if below the note tag %
 
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Aesica

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I want to use an on map event to command:

Recover All: Entire Party

with the goal of having every actor recover 75% of their HP and MP. If I put the following note tags on each actor in the party, the Recover All has no effect:

<Recover All HP: .75>
<Recover All MP: .75>

If I put those note tags on the classes, each actor in those classes begins the game at 75% of max HP and MP. They will, however, recover to 75% when triggered by the event.

I've disabled all other plugins and made sure Recover All isn't called except by the one event.

What am I missing?

Also a request. Recover HP/MP only if below the note tag %
Oops sorry, I guess my documentation on that was a little poor (I'm pretty bad at that, actually!). The recover all functionality is meant to be a class-only tag. Having it on more than one thing would be a bit confusing and problematic since <Recover All: 0.5> on actors and <Recover All: 0.75> on classes would lead to a "which one do we really want to favor" situation since the primary function is to recover less than 100%.

That said, being able to optionally choose to recover up to a certain amount is a pretty solid idea. I've been doing a lot of plugin work lately and will add that to my things to do list, but no promises on being speedy about it since I've been a bit busier than I'd like over the last month or so.
 

defective42

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No problem, thanks for your good work
 

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