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I don't take requests as stated in the front of the thread:Hey there Yanfly, I was wondering if you take in requests for your upcoming plugins.
and if you do, I have one that I would love to see made and even made a mock up picture to help explain, just in case!
I would love to see the "Alchemy" system from Secret of Evermore.
for everyone that hasn't played the game, basically the game did not have MP for magics, instead you used ingredients you found around the world to mix and match to use your magics.
here's the picture i made to kind of show what i'm talking about.
in this picture, the skill "Flame Slash" requires you to have 1 Flint and 2 Oil in your inventory to use it.
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However, this is something I've already made before in the past, to which, I do suggest you take some time to look through my plugin library on my website or on the first post of this thread which you seemed to have skipped over. You'll find it under Skill Cost Items. If it isn't what you're looking for, I suggest you go to this forum's request section here: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!This thread is NOT a request thread.
That was a mistake of mine. I meant to type in "target" for the description there instead of the "user" which I was using to reference a custom type of calculation.LimitedSkillUses:
I'm a bit confused... The lunatic mode suggests that it should be possible to manipulate the users limited uses but it actually applies only to targets.
* <Custom SType x Limited Uses> * value += user.level; * </Custom SType x Limited Uses> * The 'value' variable is the number of uses the user will gain for all * Limited Use skills of skill type x.
Is there no way to make an action use up limited uses of the users other actions, rather than just targets??
Specifically, I am trying to group skills so that they effectively share the same pool of uses (if one skill is used all grouped skills lose uses)
Thanks for your time!
edit:
I was trying to do this via Skill Types, as it will effect entire sets of skills. Rather than a few related ones.
If you'd like for it to alter the limited costs of other skills the actor may have, you'd have to use this Lunatic mode line:
user.paySkillLimitedUseCost(skill_id, -value);