How can i do this?

Eduardoxzx

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How can i make that 1 weapon need MANA to attack ..?

For example

1 Sword need 1 MP to attack
1 Axe need 5 MP to attack

_________________________________


I tried this with ABILITIES, but they perform a diferent BATTLE ANIMATION (like MAGIC animation) with no weapons :(

I want a NORMAL ATTACK that needs MP

I tried a lot but still dont know how to get this
 

Andar

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no weapon has any cost in the default engine.
weapons only add points to the actor.

additionally, attack is a skill and if you change its skill cost, thatwould count for all weapons used.

one possible solution is to use a plugin that give different weapons different attack skills, and then have those skills do different costs.
 

rechronicle

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I think you can use WeaponSkill plugin from base RMMV DLC, then make them all using the same Normal Attack but with a different Mana/MP costs.
 

Tiamat-86

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yanfly's weapon unleash plugin allows you to make weapons change what skill is used with basic the attack and guard battle commands.
equip wand with <Attack Replace: X>
skill X has damage formula using a.mat - b.mdf instead of a.atk - b.def and mp cost of 1

equip whip with <Attack Replace: Y>
skill Y is the same as a normal attack except hits all enemies

(also allows basic attacks to have a % chance to trigger other skills. like FF6 a thunder blade might sometimes auto cast thunder1 after a basic attack)
 

ct_bolt

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yanfly's weapon unleash plugin allows you to make weapons change what skill is used with basic the attack and guard battle commands.
equip wand with <Attack Replace: X>
skill X has damage formula using a.mat - b.mdf instead of a.atk - b.def and mp cost of 1

equip whip with <Attack Replace: Y>
skill Y is the same as a normal attack except hits all enemies

(also allows basic attacks to have a % chance to trigger other skills. like FF6 a thunder blade might sometimes auto cast thunder1 after a basic attack)
Seems like that would do the trick. :cutesmile:
I'm also going to play around with this idea. Thank you!:popcorn:

This might help too?
 

caethyril

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I second the WeaponSkill plugin recommendation for the MP cost thing. It's included by default in new projects~ :kaothx:

By default skill 1 uses an attack motion (appropriate to the equipped weapon), skill 2 uses the "defend" motion, and other skills use a generic "spell", "skill", or "item" motion based on the action type... I've seen this sort of thing requested a lot but the only solution I know of is via action seqeuences, which is kinda overkill, so I wrote a little plugin. Here's a link if you want to check it out: view/download attackGuardTag.js (Google Drive).
JavaScript:
/*:
 * @plugindesc Easily tag skills/items as attack/guard actions.
 * @author Caethyril
 * @help Skill/Item notetag:
 *   <IsAttack>
 *    - Tagged skills/items will be treated as attack actions.
 *      This includes battler motions and "Attack Times +"/"Attack State" traits.
 *   <IsGuard>
 *    - Tagged skills/items will be treated as guard actions.
 *      By default this only affects the battler motions.
 * 
 * These notetags do not affect the default attack/guard action skills.
 */

(function() {
'use strict';
    
    let checkTag = function(action, name) { return action.item().meta[name]; };
    
    (function(alias) {
        const TAGNAME = 'IsAttack';
        Game_Action.prototype.isAttack = function() {
            return checkTag(this, TAGNAME) ? true : alias.apply(this, arguments);
        };
    })(Game_Action.prototype.isAttack);
    
    (function(alias) {
        const TAGNAME = 'IsGuard';
        Game_Action.prototype.isGuard = function() {
            return checkTag(this, TAGNAME) ? true : alias.apply(this, arguments);
        };
    })(Game_Action.prototype.isGuard);

})();
 

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