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> [VX Ace] Magic Units
Tsukihime
post May 28 2012, 02:04 PM
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Level 25
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Posts: 561
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RM Skill: Undisclosed
Rev Points: 25




Magic Units
Author: Tsukihime

Screenshot


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


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Night_Runner
post May 29 2012, 02:03 AM
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Please only post images that stretch the forum layout if it is in a spoiler tag

You're really having fun making scripts, aren't you?


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Shaddow
post May 29 2012, 04:47 AM
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This strongly reminds me of the Draw skill from final fantasy 8, it's very intriguing and I think once I'm making games in VX I'll have to find a use for it, looks incredible.


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Tsukihime
post May 29 2012, 08:37 AM
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Level 25
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QUOTE (Night_Runner @ May 29 2012, 03:03 AM) *
Please only post images that stretch the forum layout if it is in a spoiler tag

You're really having fun making scripts, aren't you?


Oops, thought the forum auto-resizes them.


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