Having some trouble with one of the Victor Engine plugins.

GigaX

Villager
Member
Joined
Aug 20, 2014
Messages
6
Reaction score
0
First Language
English
Primarily Uses
I'm experiencing a bug with the MP Levels plugin. When I start a battle by touching a Player Touch event and using Battle Processing, my MP levels get fully refilled. I don't use regular random battles - this is the only way I start battles in my project. Is there some setting I'm missing?

Here's the event page, in case you're worried I'm putting a comment relating to MP levels in at all.

 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,108
Reaction score
13,713
First Language
English
Primarily Uses
RMMV
What are you expecting to happen?
How have you set the script up?
Please provide a link to the script (do not copy/paste it here)
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,713
First Language
English
Primarily Uses
RMVXA
[move]RGSS3 Script Support[/move]
 

GigaX

Villager
Member
Joined
Aug 20, 2014
Messages
6
Reaction score
0
First Language
English
Primarily Uses
Apologies for using the wrong subforum. I'll try to pay more attention to which subforums exist if I make another thread.

Script link: https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/mp-level/

For a more detailed example, here's what's happening. My three characters have three MP levels each - level 1 is for white magic, level 2 is for black magic, and level 3 is for wizard magic. In one battle, I enter with 11/7/3 MP on my third character, the maximum she can have at her current level. I spend two black points to cast spells during the battle, leaving her with 11/5/3 MP remaining. Everything works as intended until I reach my Land Turtle to start the second battle. Immediately after the battle starts, my third character is back up to 11/7/3 MP without me having used any sort of restorative item, or activating any sort of restorative event, state or script call. What I was expecting to happen, was for my character to stay at 11/5/3 MP until I used another spell, at which point they would lose another point from one of the first two MP levels, depending on whether I used white or black magic, since at this point in the game she doesn't have Wizard magic; or to gain MP back upon using an MP healing item, not at the start of every battle. Magic is powerful enough in my game that it would become the only strategy in this case.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,108
Reaction score
13,713
First Language
English
Primarily Uses
RMMV
If it works for every other battle but this one, then there must be something about this battle, or these enemies, or the enemies' skills, that are different. You didn't put something in your troop tabs to muck around with and then forget you had it there, did you? How is this battle different from all the others you set up?
 

GigaX

Villager
Member
Joined
Aug 20, 2014
Messages
6
Reaction score
0
First Language
English
Primarily Uses
This battle isn't different at all - in fact, I haven't done anything with any troop tabs. My characters' MP levels get restored at the start of every battle, not just this one. I guess I wasn't clear about that in my example.
 

GigaX

Villager
Member
Joined
Aug 20, 2014
Messages
6
Reaction score
0
First Language
English
Primarily Uses
I figured out the issue. As it turns out, having a comment in the event page at all is what's making my MP levels restore themselves. This presents a new problem; because of the jump script I'm using, the one by Galv, I need a <block> comment in the event page so that you can't just jump over all the fights.
 

GigaX

Villager
Member
Joined
Aug 20, 2014
Messages
6
Reaction score
0
First Language
English
Primarily Uses
And I've got a fix in the script, now. Starting at line 514, here's my new code:

#--------------------------------------------------------------------------
# * New method: call_recover_all_mp_level
#--------------------------------------------------------------------------
def call_recover_all_mp_level
regexp = /<RECOVER ALL MP LEVEL>/i
note.scan(regexp) do
$game_party.members.each {|actor| actor.setup_mp_level }
end
end
end

All I added was the note.scan(regexp) do line and a third end line, and convert the <RECOVER ALL TECH POINTS> regexp to <RECOVER ALL MP LEVEL>. Doing this makes the script actually check the contents of comment call notetags, instead of treating all notetags like <RECOVER ALL MP LEVEL>.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,035
Messages
1,018,456
Members
137,821
Latest member
Capterson
Top