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Dualtechs for RPG Maker MV and MZ

Let your actors combine their skills in RPG Maker MV and MZ · By HeroicJay

Questions about skill cost

A topic by Dope_Games created May 02, 2023 Views: 197 Replies: 6
Viewing posts 1 to 7

I have two questions about skill cost...

First is, by default, can you make this compatible with VisuStella plugins? Like you've pointed out, if the settings or something aren't coded a certain way the skill cost will overlap/not be spaced properly  and it's basically impossible to read.  I'm asking here instead of VisuStella because they definitely aren't making a change to accommodate a plugin from another dev.

Second question is, can you make it so that dual/multi skills also cost the skill of the skill itself. For example, let's say a skill A involves 3 actors and each of the required skills to use skill A , lets just call them skills B, C, and D, cost 10 MP (or whatever) to use. Would it be possible to also have skill A cast an additional 10 MP from the caster as opposed to just taking the cost of the required base skills? Essentially, I'm asking if it's possible for dual/multi tech skills to have their own skill costs on top of the required skill's cost.

Developer

Eeeeehhhh... VisuStella obfuscates their plugins so you can't see the inner workings, and the problem is one of rewriting a function that they have almost certainly overridden already without breaking their functionality.  I know that VisuStella is popular for MZ, but I'd be flying blind on this one. Things were so much easier with Yanfly, and he actually accommodated the text width return value...

Regarding the extra 10 MP cost, this plugin isn't really designed that way. It could be faked, though, by making three copies of the tripletech, each with itself as a component for one character with an extra 10 MP cost, and making sure each character learns the correct variant. Obnoxious? Sure, but writing that as a direct option wouldn't be trivial, and I haven't seen anyone else request such a feature.

Ah, yeah, they love to talk about their obfuscated plugins... I guess I'll ask over there if they could add that feature or share a snippet of their code that would allow for for devs to better design plugins to work with theirs.

Eh? I'll see if I can't figure something else out then. But just so I'm understanding this correctly, there is no point in giving a dual tech a skill cost because it's going to take the skill costs from the required skills to use said tech

Actually, what specifically would I need to ask them? Would this be under their Skills/States plugin? Or could I just ask generically if they could have their plugins support text width return value and they'd know what that means

Developer(+1)

Actually, I found something that might help. It's worth a shot, anyway.

Developer(+1)

The thing I found was the solution. It was actually simpler than expected. Just a bit hard to find because of the obfuscation.

My good Sir that is awesome. I appreciate your dedication to the cause! Thanks for the help!