wrigty12

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Since my MP costs are perfect at low levels, but too low for higher levels, is there a way to increase the MP cost of a skill(s) by a certain about, after a certain amount of levels?

For instance: Starting at Level 15, every 10th Level you gain, your MP cost goes up by 5.

Something like that. Is it possible?
 

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EDIT: oh mp costs... hmmm... Try Yanfly's Cost Manager...


or why not control your MP gain instead? because as a player, that makes more sense to me than my skills just suddenly increasing in MP cost...
 
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??????

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I thought that was only for MMP gain? Maybe im wrong... Havent had a need to look at skill costs for ages lol
 

wrigty12

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I have Yanfly's Cost Manager, but I can't figure out a way to do it the way I want. I would LOVE it to stay continuously at, lets say, 20MP until level 15, then increase gradually from there, but how do I do that with Yanfly?
 

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Using ifs on the formula... but really, as a player I will find it a bit weird... I would really either go with just minimizing MP gain, or just make them cost percent MP...
 

wrigty12

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What formula? I thought there was only notetags?

So you are saying I should always have it cost a certain % initially from Level 1, not after a while? I just don't like that system, because it makes me think "Since [skill x] uses 25% MP, I will always only be able to use it 4 times without replenishing my MP."
 

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you can use formulas on the notetags...


<custom cost require>


FORMULA


</custom cost require>


<custom cost perform>


FORMULA


</custom cost perform>


A skill that costs 25% MMP per cast is too extreme if you ask me...
 
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??????

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would this work?

<custom cost perform>'if self.is_a?(Game_Actor)self.level > 10 ? 5 : mp-(mmp*0.05+5).to_ielse ; 5 ; end'</custom cost perform>Havent used yanflys custom skills for over a year and a half, didnt even load it, but i assume its checking in the battler class so i think this formula will work...

Dont quote me on it though.
 
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you can also just use the check: if self.actor
 

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I'm not too good at Ruby (I understand some Java for the most part, so I have a general idea), so what exactly does the middle line do? I understand that if the level is >10 it applies the following, but I don't exactly know what

? 5 : mp-(mmp*0.05+5).to_i

does.
 

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actually that should be

<custom cost perform>if self.actor if self.level > 10 self.mp -= 5 else self.mp -= 5 + 5*(level/5) end else self.mp -= 5end </custom cost perform>that is for the perform partif level is below 10, it uses 5 mp, else it uses 5 + level/5
 

wrigty12

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Thanks, I think I am clear now. I can get it to work ^_^

Btw, Engr. Adiktuzmiko, didn't your name used to be Engr. Shana?
 

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yeah, but I think it might be confusing people since all my scripts are still named Adiktuzmiko so I simply reverted back to my old username while keeping the Engr. part
 

??????

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lol yea that code looks more legit :D

I will use the excuse of it being almost 4 am and my being up for around 20 hours staring at my screen doing script updates :D

Maybe I should go to sleep...
 
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wrigty12

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Ah gotchya.

Now, with this equation, I replaced the default "5" with 20, and kept everything else the same. When in game, it shows up as 0, and never changes, but it does change (internally) because when I go to use it, I don't have enough MP...
 

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@Dekita - you should, your avatar looks so sleepy

@Wrigty12 - because it's just the perform part... you'd need to make a custom cost require part too... but remove the self.mp -=

Code:
<custom cost require>if self.actor  if self.level > 10    5  else    5 + 5*(level/5)  end else  5end </custom cost require>
 
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??????

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@Dekita - you should, your avatar looks so sleepy
That's actually a reatime selfie, look closely, it moves....

I literally live inside the pixel universe and using my epic coding know-how, I managed to script a 'universe jump' engine. Unfortunately, I am bound by my reality's laws and cannot 'jump' the 'universe jump engine' into your mortal world. For this I extend my sincerest apologies.

Hell, I'm already committing major violations by informing you of my home's existence...

Oh no... They're coming for me... ¬±µ¹¹×Øɮʌʥʤʩʪ͋͋ͻͻͽѾ...
 
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wrigty12

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:/ it still isn't working...

To make things simpler, I may just do some alterations and calculations using the <mp cost: x%> tag to make it just add to the original 20mp constantly, so it has a constant increase. That seems to be the easiest way..
 
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Engr. Adiktuzmiko

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ah wait, it won't show unless you modify the custom cost part too...
 
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wrigty12

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Yeah, I figured that. I'll just stick with the MP% plan, not a huge deal.
 

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