RandomSkillKost - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +--- Thread: RandomSkillKost (/thread-8902.html) |
RandomSkillKost - kyonides - 02-05-2024 RandomSkillKost
XP + VX + ACE by Kyonides
Introduction This script allows you to set a range of percentages that could be randomly selected by the system at the beginning of the party selection stage. That percentage will be speedily applied to the actual Skill's Cost ONLY IF either the actor or the enemy trooper contracts a disease, what this script calls the COST_STATE. As long as that specific state remains, the hero or trooper will not spend the normal amount of SP unless they get really lucky or the effects of the state finally wear off. This is what you need to configure: In RMXP Code: module RandomSkill In VX & VX ACE Code: module RandomSkill Once you've picked a state ID, go leave a note in the notebox. Here's an example: Code: <random skill cost -10..35> That means that it could end up being any number between -10 and 35, including both values. The rest is taken care of by the system. Terms & Conditions Free for use in ANY game. Due credit is mandatory. That's it! RE: RandomSkillKost - kyonides - 02-14-2024 Script Update
I noticed that the script allowed you to keep changing the random skill cost by just going back to the party command selection stage. Well, not anymore! The only way to enable that again would be by turning on the game switch set to the REPEAT_COST_CALC_SWITCH constant found in the RandomSkill module. |