May 15 2011, 06:48 AM
i have a spell called ultima that i want to use mana equal to the users maximum mana. the problem is that it always gets capped at either 500 or 499. characters can increase their mana up to 999.
May 15 2011, 06:54 AM
You have an option in the skill tab of the database to make the skill cost a percentage of the user's MP.
See the last option on the right? The first box to tick is a static cost and the second one a dynamic cost.
May 15 2011, 06:59 AM
i tried both of them but it capped the cost either on 499 or 500.
May 15 2011, 08:58 AM
I'm afraid you'll need a patch then.
May 15 2011, 11:42 AM
Cap your character's MP below 499 or 500 then...
May 15 2011, 11:50 AM
levels increase mana to 500 however, items exist that enables characters to increase their mana up to 999. those items are an important part of the project. i really dont want any exploits in my project so ultima need to cost all of the users mana.(kind of like the dragons in breath of fire 2.)
Jun 2 2011, 01:45 PM
you could use switches abd battle events, and if that skill is used then take out all of the user's MP
Jun 2 2011, 03:39 PM
how do i do that.
Jun 10 2011, 07:34 PM
A bit round-about but you can perhaps first check each turn how much MP a character has, then if that hero uses the x command (whatever one you're using for that spell, I assume Black Magic), check their MP afterwards. If it's 500 less, then have it furthur remove whatever MP they had. However that means that as long as they have over 500 MP, they can cast it even if they're not at the max.
There might be a patch for this but I am uncertain. Otherwise you can probably do an extra calculation to see if the current MP = max MP, and remove the spell if it's not the same, and add it back if it is. That's just what comes to mind for me.
Jul 7 2011, 05:35 AM
since conditional branch cant check mana but only hp, that wont work. i checked it out myself.
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