------------------------------ ----MP Regeneration System---- ------------------------------ -----created by Fale Kunai---- ------------------------------ --Copyright Info This document was originally created by Fale Kunai (FaleKunai@aol.com). As of the time of this writing, no other sites are permitted to host this document. If you recieved this document from any site other than "Arc Horizon", please notify me at FaleKunai@aol.com. This document may not be altered in any way or used for any purpose other than your own personal use. ------------------------------ --MP Regeneration System Overview Just by its name, this system seems quite unbalanced. You're probably thinking, "Oh, well I can just go through the game mercilessly slinging spells." right? Well, you're wrong on that one. I find this system very interesting to use. That, along with the fact that it's easy to implement, makes it a great addition to most any battle system. Here are the facts: -At the beginning of each combat round, the current MP of all party members is checked. If it is LESS THAN 3, they become "exausted". This is an actual status change that takes precedence over all other status changes except death. -If a character passes the MP check, he gets 2 MP added to his total. -All weapons use 1 MP to attack. Characters using 2 weapons use 2 MP to attack. -Defending costs no MP and so it effectively doubles defense and restores 2 MP. -The "Concentrate" ability is available to all characters. This skill restores exactly 8 MP, making a total of 10 MP gained for that round. Easy, yes? This may seem like a lot to put in a simple battle event, but the code is really only about 8 lines long. That, coupled with the fact that it's only 2 pages, makes it fairly easy to use. Anyway, on to the procedure. ------------------------------ --MP Regeneration System Implementation 1. First you'll need to make the Exausted status. Go to the Conditions tab of the database and choose an empty slot. Name the condition "Exausted" or something similar. Make it a combat effect to it wears off at the end of the battle. I set the text color to the light blue (same color as the text). Now about the Preference... in my example, the K.O. status is the highest, of course. The next highest is Paralysis. I put Exaustion right after Paralysis in Preference because a character can't use MP while Paralyzed. Plus, paralysis is a move effect... we wouldn't want a character to give up Paralysis for Exaustion just becuase he had his MP drained, now would we? Anyway, set the Action Limitation to Action Inside so you can't command that character while he's exausted. Set the Plaque Rate to 100 in all degrees. This way, you don't have to worry about making sure a character will always get the status effect when his MP is too low. No set the Nature Recovery for 1 turn and 100%. So when a character becomes exausted, he is unuseable for 2 turns. You can change this, but I found 2 turns to be the most balanced and least buggy. After this, just set the condition strings to whatever... 2. Okay, now we go to the M.Party tab of the database so we can set up the event. It's quite simple, really. a. Set the Event Trigger to happen every turn (1x). b. In the event box, select "Change MP" and make it subtract 2 MP from the character. This is to set up the MP check. c. Go to "Variable Operations" and make a new variable that says something like "(char's name) MP Check". You'll have to make a seperate variable for every character, so be sure to name them all appropriately. Anyway, have the variable set to the characters current MP. d. Okay, now make a Fork with your newly set variable. Set it to check the character's MP Check variable and set the number to 1 and the condition to "smaller". No Else Case is necessary. e. Inside the fork, change the character's condition to your "Exausted" condition. f. After the "End Case" of the fork, increase the characters MP by 4. So whether or not the character becomes exausted, he still gets a net gain of 2 MP. g. Copy and edit this event to occur with every character. 3. Now for the event's second page. This time, you'll have to make a whole batch of switches to keep track of who's concentrating and who isn't. Make 1 for each character, being sure to name them accordingly (i.e. "--chara's name-- Concentrate"). a. Set the Event Trigger to happen when the appropriate character's switch is ON. b. Make a message that says something like "(chara's) MP +8!" c. Set chara's MP restore to +8. d. Turn off that character's concentrate switch, thus disallowing an endless loop of MP regeneration. 4. Now that you have your event, it would be adviseable to make a "Concentrate" skill. This allows the player to make a character devote a single turn to increasing his MP gain. Go to the Skills tab and select an empty slot. Give the skill a name (mine is Concentrate), make it a switch-triggering magic skill that costs 0 MP. Make the target User Only. Give the skill some sort of description and set the sound to whatever you want (since enemies don't use this skill in my game, I used Rebirth Demon C because of the sound it makes). Now here's the important part. Make a copy of this for every character that will use it. Be sure to set the switch that it activates to the character's "concentrate" switch". If you decide to make them all have the same name, be sure not to get them mixed up when assigning them to characters. And there you have it. I suggest making all characters start with this skill. 5. Don't forget to set the MP Cost of all your weapons to 1! ------------------------------ --Conclusion That about covers it. Feel free to mess with it a bit... maybe you'll find something better for your game, eh? A good thing to do after you put in this system would be to increase the cost of all your spells by 2. This way, it'll offset the MP Regeneration to 0 for that turn. Have fun with this system--it'll add a whole new level of strategy to your battles! ------------------------------ --Email at: FaleKunai@aol.com --This document found ONLY at: "Arc Horizon"