Custom Battle System (Mod): Runes
VX Script
Detailed Description:
If you have known about the Death Knight from the Game World of Warcraft,
you should probably know 90% of what I'm requesting for.
1.
What I'm looking for is a Script that allows a specific class to use Runes.
Example
#Allowed to use Runes = [Class ID]
Allowed = [4, 7] # Class ID 4 (Priest) and ID 7 (Dark Knight) are able to use Runes
The Rune's Amount and/or Power (Power as in if the Rune is inactive or active via charging every turn)
is stored in a Variable.
2.
The Script sees if the Rune is charged (in this case, the Variable should be 100)
and if not, the Player must wait another turn to use that skill, that is based on rate of power regeneration
(as a example, +50 to the Variable --> 2 turns, +33...34 --> 3...4 turns, +25 --> 4 turns, etc.)
3.
The Skills ID should be in the script that interacts with the Variable ID that it needs in order to work.
Example (I'm sorry, but I'm no master at RGSS2 Scripting)
#[Variable ID] = [Skill ID]
[4] = [7,9,12] #[4] being the Variable ID stored as the Rune 1 is needed to use the Skill
[5] = [5,6,10,13] #[5] being the Variable ID stored as the Rune 2 is needed to use the Skill
[4,5] = [14,15,20] #[4,5] being the Variable ID stored as the Rune 1 and 2 is needed to use the Skill
Something like that.
4.
Another thing I would like very much is that the when Skills are used, they generate Runic Power
in which other Skill might use Runic Power instead of Runes.
Example
#[Skill ID] = [Runic Power]. In this case, Runic Power is the Actors MP
[1,4,7] = [12] # Skills 1,4 and 7 generate 12 Runic Power
[3] = [20] # Skill 3 generates 20 Runic Power
I am sorry if I got this totally wrong.
I don't know how to deal with the HP and Mp and other crap in scripts
Unless it's like [Class_ID] = [Actor's MP] + [Runic Power] I truly don't know :|
Other Scripts I am using (in order):
VX Script
Detailed Description:
If you have known about the Death Knight from the Game World of Warcraft,
you should probably know 90% of what I'm requesting for.
1.
What I'm looking for is a Script that allows a specific class to use Runes.
Example
#Allowed to use Runes = [Class ID]
Allowed = [4, 7] # Class ID 4 (Priest) and ID 7 (Dark Knight) are able to use Runes
The Rune's Amount and/or Power (Power as in if the Rune is inactive or active via charging every turn)
is stored in a Variable.
2.
The Script sees if the Rune is charged (in this case, the Variable should be 100)
and if not, the Player must wait another turn to use that skill, that is based on rate of power regeneration
(as a example, +50 to the Variable --> 2 turns, +33...34 --> 3...4 turns, +25 --> 4 turns, etc.)
3.
The Skills ID should be in the script that interacts with the Variable ID that it needs in order to work.
Example (I'm sorry, but I'm no master at RGSS2 Scripting)
#[Variable ID] = [Skill ID]
[4] = [7,9,12] #[4] being the Variable ID stored as the Rune 1 is needed to use the Skill
[5] = [5,6,10,13] #[5] being the Variable ID stored as the Rune 2 is needed to use the Skill
[4,5] = [14,15,20] #[4,5] being the Variable ID stored as the Rune 1 and 2 is needed to use the Skill
Something like that.
4.
Another thing I would like very much is that the when Skills are used, they generate Runic Power
in which other Skill might use Runic Power instead of Runes.
Example
#[Skill ID] = [Runic Power]. In this case, Runic Power is the Actors MP
[1,4,7] = [12] # Skills 1,4 and 7 generate 12 Runic Power
[3] = [20] # Skill 3 generates 20 Runic Power
I am sorry if I got this totally wrong.
I don't know how to deal with the HP and Mp and other crap in scripts
Unless it's like [Class_ID] = [Actor's MP] + [Runic Power] I truly don't know :|
Other Scripts I am using (in order):
▼ Materials
Subclass Script - Yanfly
Enemy Scan - Yanfly
Map Blurring - Khoa
Omegas7 Module (Achievements) - Omegas7
IconView - Yanfly
Skill Slots - Yanfly
Currency System - Onidsouza
Custom MP Classes - Doesn't display Author
YERD Display Party Data
YERD Display Skill Query
YERD Display Victory Aftermath
YERD VAEP Gain JP