http://yanflychannel.wordpress.com/rmvxa/g...l-cost-manager/
This script is awesome and all, but it lacks one thing : % mana costs based on caster's BASE stats. Base stats are stats that you have without any items or buffs. In World of Warcraft, all mana costs are % based. But only on your base mana. So while all shamans can cast healing spells, ones who specialize in melee combat will not have items to boost their mana pool, so they can cast those spells far less often. On the other hand, if you gain a lot of mana, some costs become trivial.
That's what I want to do in my project. Different classes can potentially have same skills, but how to make it so that the costs are fair for both a mage and a warrior? Flat costs are either going to be trivial for a mage and fair to the warrior, or really high for the warrior and fair to the mage. With the above Yanfly's script, I can set %mp costs, but now the poor mage has no reason to get more mana.
I need the ability to add something like this to a skills' notetag: <base mp cost: 20> . In this case, if you have 100 base mana and no items boost it, it costs 20 MP for you. If you have 1000 mana, but get 800 from items/buffs, it costs you 40 mana. Would be even better if I could set base mana for enemies, so I can tax enemies properly too.
Thank you in advance.
And since I do not want to create separate topics for my other requests, I'll just add them here:
Dynamic skill descriptions
Let's me show the exact skill's damage/healing value based on the current caster parameters. Something like this added to skill's notetag <skill dsc: "Does {atk*0.8} slash damage to an enemy">. If the caster has 100 ATK, in-game it would show "Does 80 slash damage to an enemy". If the caster has 1000 ATK, it would show "Does 800 slash damage to an enemy". I hope you get the point.
Elemental periodic damage
The default system for damage over time is pretty limited, atleast for me. I want my fire spells to ignite their targets so they take periodic FIRE damage, not some universal damage. It would allow me to balance hp% based periodic damage effects by giving bosses some resistances, or just be quite a bit more creative. Ideally, it would be a notetag in states notebox. Something like <Periodic damage: x> Where x is the element id?