[VX ACE] Alternate MP X v1.05 (need help!)

xcom

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Hello everyone!

I thought I would try my luck here to see if anyone can help me.  I am a total noob when it comes to scripting, so please bare with me.

I want to have other combat options other then the normal TP/MP.  Zetu's Alternate MP X appears to offer all the options that I want to use.  The problem is Zetu stopped supporting this script a couple years ago, and I can't seem to find answers to some of the problems I have with it. 

Issue #1)  When I rest at a inn, it does not completely restore any of the skills.  Mana, energy, focus do not refill at all.  I even added a innkeeper to the demo Zetu posted to see if I did something wrong, but even in the demo it doesn't restore the skills. 

Issue #2)  Energy (E) and Focus (F) does not regen at all between turns.  I would prefer it to regen a bit between turns normally. 

Issue #3)  Would like it to generate a little bit of Rage ® even with just a normal basic attack. 

Issue #4)  Still not sure what the Heat (H) option is for yet.  heh....

Any assistance in this would be greatly appreciate!

I would also be open to any suggestions on scripts that can just add a energy bar style combat option.  I wanted to add a energy bar option to some of the classes I made.  This script seemed to offer all the options I was originally looking for.  It gives me the ability to rename the combat options, and adds the bars to the stats screen.  Now if I can just get it to work properly. 
 

RaZzi

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Alternate MP is not "noob" friendly script and it contains tons of bugs since the script is not finished. If you can't script or don't want to pay someone to smash those bugs I'd suggest not using it. It also has lots of compatibility issues with numerous other scripts.

How have you set your resources in the script?

Issue #1

Use script call

$game_party.members.each { |m|m.resources.each.each { |r|r.value += 9999}}Issue #2

To have resource regen X amount in turn add :regen, :mmp, X, to your resource setup.

From the script:

 Resource Regen for each turn:                                               :regen, <type>, <base>                                                    type can be :mmp, :atk, :def, :mat, :agi, :set                        base is number multiplied by type :)set is considered 1)   

Issue #3

To have resource regen X amount when inflicting damage add :regenoffdmg, :mmp, x, to your resource setup.

From the script: 

   Resource Regen on Inflicting Damage                                     #     :regenoffdmg, <type>, <base>                                          #         type can be :damage, :mmp, :set, :percentdmg                      #         base in number multipled by type :)set is considered 1)           #         :)percentdmg is ratio of mmp and damage) 

 

Issue #4

Heat is like reverse Rage. It raises when using skills and when it hits 100 you can't use skills and need to wait to "cool off". However. as the script says its not included in that version.

   Resource Inversion                                                      #     :invert   #=// NOT INCLUDED IN THIS VERSION                           #         this allows the resource to Add instead of Subtract for its cost  #         and disallows skill use if cost will exceed the max resource.  You should really read the description of that script more carefully.
 
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xcom

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Alternate MP is not "noob" friendly script and it contains tons of bugs since the script is not finished. If you can't script or don't want to pay someone to smash those bugs I'd suggest not using it. It also has lots of compatibility issues with numerous other scripts.

How have you set your resources in the script?

Issue #1

Use script call

$game_party.members.each { |m|m.resources.each.each { |r|r.value += 9999}}
Thank you, that does work.  Expect that it also fills the rage bar too.  Anyway to prevent that?

I would like a MP/Rage (or TP)/Energy combat options for combat skills.  This script seems like the perfect answer for what I wanted to do.  If you have a better suggestion, I would be eager to hear it.  Depending on what someone would charge, I might even be willing to pay someone to fix/modify/update this for me. 

Issue #2

To have resource regen X amount in turn add :regen, :mmp, X, to your resource setup.

From the script:

 Resource Regen for each turn:                                              :regen, <type>, <base>                                                

   type can be :mmp, :atk, :def, :mat, :agi, :set                    

    base is number multiplied by type :)set is considered 1)   
So if I replace:   :regen, :set, 20,

with:   :regen, :mmp, 10

The hero will regen 10 of that amount every turn.  I saw that and stupid me was leaving that :set in there.  Which was causing problems. 

Issue #3
To have resource regen X amount when inflicting damage add :regenoffdmg, :mmp, x, to your resource setup.

From the script: 

   Resource Regen on Inflicting Damage                                         #     :regenoffdmg, <type>, <base>                                                       #

         type can be :damage, :mmp, :set, :percentdmg                     #

         base in number multipled by type :)set is considered 1)      #

         :)percentdmg is ratio of mmp and damage) 
Okay I tried adding that line, and it now looks like this:

      :deplete,

      :regendmg, :percent, 120,

      :regenoffdmg, :mmp, 5,

      :regen, :set, -5,

      :max, 100,

      :name, "Rage",

      :abbv, "R",

      :color, 10, 2

During combat, when that that character attacks, I get this message:

AMPX error 457.jpg
Which is this line of code:

AMPX error 457 coding.jpg

Issue #4

Heat is like reverse Rage. It raises when using skills and when it hits 100 you can't use skills and need to wait to "cool off". However. as the script says its not included in that version.

   Resource Inversion                                                      #

     :invert   #=// NOT INCLUDED IN THIS VERSION                           #

         this allows the resource to Add instead of Subtract for its cost  #

         and disallows skill use if cost will exceed the max resource.  

You should really read the description of that script more carefully.
As for Heat.  I was more curious about how it was suppose to work. I have a class idea that would have worked wonderful with something like that.   I have enough problems with the rest of this, so not even going to bother with it since, like you said, doesn't work anyways.  I did read things, I just do not understand them enough, and I totally missed that part about heat.

Thank you!
 

RaZzi

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Your regendmg for Rage shouldn't work since Its :percentdmg, not :percent. Also for the script error try :regenoffdmg, :percentdmg, X, . 

You should see this script https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-cost-manager/ and then I saw another script where you could change the color of the MP bar for actors (so you could have each actor with different color of MP to represent energy or whatever) and then just make the items / skills work differently via events. But then again Skillcost Manager is not compatible with Alternate MP.
 
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xcom

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Your regendmg for Rage shouldn't work since Its :percentdmg, not :percent. Also for the script error try :regenoffdmg, :percentdmg, X, . 

You should see this script https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-cost-manager/ and then I saw another script where you could change the color of the MP bar for actors (so you could have each actor with different color of MP to represent energy or whatever) and then just make the items / skills work differently via events. But then again Skillcost Manager is not compatible with Alternate MP.
Thank you, that does work.

What about the issue with the heal fix also fill up the rage bar to?
 

tiagoms

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I understand that the actual value of the change can be made by:
$game_actor[x].resoucer[y].value

but and change the maximum value of an actor?
 

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