Player-Chosen MP Cost for Skill (Effort Points)

metalgearmaycry

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I'm not sure if a script would be needed for this, but I figured I'd ask here anyways. What I'm looking for is a way for, before a skill is executed, the user to select an amount of MP to use for the skill (out of their max MP), the value of which would be factored into the resulting damage of the skill. In my little project, the player can act twice per turn in battle (using the Action+ = 100% trait), either attacking twice, attacking once and defending once, defending twice, what have you. And I'd like for them to be able to, instead of having a set amount of MP subtracted for each skill used, have the player decide how much 'effort' (effort points, like an effort pool to draw from, I guess?) he wants to put into his action, the remainder of which from his max MP would be used as the effort for his next action; all MP would be restored at the end of the battle round.

Example:

Klaus has 10 MP. On his turn, he chooses to attack as his first action, and is prompted with 'How much MP do you wish to dedicate to the attack?'. He chooses 6 MP. He then decides to attack again as his second action, but this time he isn't prompted for an amount because it is his second time acting and the remainder of his MP will be used for the action, which is 4 MP (10 MP from the start - 6 MP for his first attack). Now Klaus' MP is zero. His first attack does a.atk + 6 damage (for example), and his second does a.atk + 4 damage. The enemy take their turn, and Klaus' MP is reset to 10. New round begins.

Does this sound remotely possible in the system at this point? What do you guys think? Thank you all, once again, for your help as well :D
 

Prizm Daystar

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It sounds possible.  It may need a plugin if you can't design it from the base system, though.

I'm pretty sure that you can get the system to use the way you want MP to be used by having a variable to add or multiply by for damage calculations, if you know what you're doing.  I know that even as I'm milling around the how behind it in my head, I probably don't know how.  If you can do it, that would be interesting.
 
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metalgearmaycry

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Well I tried to make the system with common events, and it didn't really work out that well. I think scripting is the way to go tbh.
 

metalgearmaycry

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Any hope for this one? Or have I not explained something fully?
 

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