Magic Units

Tsukihime

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Magic Units

Author: Tsukihime



Overview

This script converts skill types to "units". In the default engine, skill use consumes MP or TP. A "unit of magic" is treated like an item; in order to use the magic, you must have one, and each time you use it, you consume as many units as required.

Features

  • Specify skill types that should be treated as units
  • Consume units of skill rather than MP or TP
  • Gain or lose units through script calls
  • Anyone can use the skill as long as they have units

Usage

You can determine how many units of each skill you can have using



Code:
<max-units: n>
For some integer n

You can also determine which skill types should be treated as

units by specifying it in the configuration.

You can add/remove magic units by using script calls



Code:
add_units(skill_id, amount, scope_id, scope)
lose_units(skill_id, amount, scope_id, scope)
scope is either "actor" or "party".

If the scope is "party", then the scope_id is the number representing

the position of an actor in your party. 1 will be the first person,

2 will be the second person, etc

If the scope is actor, then the scope_id is the actor_id.

By default, the scope is "party"

Download

Script: http://db.tt/47ySZhca

Demo: http://db.tt/5UCTLMZH (copy rgss30x.dll to the System folder to run it)
 

Ceric

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Primarily Uses
Pretty neat. This would be a good script for a D&D-style magic system where you can cast a set number of spells before having to rest. That's the kind of magic system Final Fantasy 1 used, too.
 
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Tsukihime

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Not quite.

It's more like, once you've exhausted your stock of magic, you can't use it anymore and will need to go buy or find more.

But it also means you don't have to actually need to "learn" the magic to use it; you just need to have them on you.
 

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