Sixth Script: Regrowth Options

Reward and torture your characters with Regrowth Options!

Ever wanted to have accessories that caused you to recover MP when killing foes, or built your TP as you dodged to help out rogue-type characters? Think it would be cool to cause White Mages to regenerate a little MP whenever they fully heal an ally, or for the Berserk state to build more TP with each hit while damaging the attacker’s HP? Maybe you want an enemy that will kill itself if it ever misses with an attack?

Now you can have those, and so much more! Reward your players for fulfilling certain conditions in order to grow their HP, MP and TP – or punish them with the ability to make evil new states.

Special thanks to YF for letting me build off of his TP Manager, which works perfectly alongside this for incredible TP customization!

  1. #1 by Patrick on February 7, 2012 - 7:04 pm

    This has SO many uses. Wow. I’m pretty overwhelmed by this one. Great job!

  2. #2 by Fafnir on February 7, 2012 - 11:58 pm

    This is a seriously badass script. So much potential.

  3. #3 by heis on February 8, 2012 - 5:21 am

    “Reward your players for fulfilling certain conditions”

    This 1000x, doing your shit right needs rewarding.
    In games at least.

  4. #4 by MoldyOnions on February 24, 2012 - 8:12 am

    Is it possible to set up a recovery function that activates when a character lands a hit from a regular attack only?

    • #5 by crazetex on February 24, 2012 - 2:34 pm

      I plan on eventually making an add-on to this script that allows you to set these effects to elements; you could attach it to Phys – honestly though, I hate normal attacks and don’t like being an enabler. XD

      The better plan would be to use Lunatic Object Effects, honestly.

      • #6 by MoldyOnions on February 24, 2012 - 6:08 pm

        You could make it so that skills can be tagged, too – some of these effects would work neatly with skills, ie – landing a kill using a certain ability restores extra TP. I dunno.

        What I was trying to do was to have normal attacks return a small percentage of the attacker’s MP, and they would recover more MP based on Class/Actor (characters who relied on skills more recovered more, etc). I tried tagging weapons, but landing a hit from a skill was returning MP too, and that made any kind of multi-hit skill a nightmare – skills that struck multiple times were rewarding more than their cost in MP. 😦

        Normal attacks aren’t all bad if you can find interesting things to do with them through scripts like Yanfly’s Weapon Attack Replace, or through giving the player some sort of reward for making use of them 😛

      • #7 by crazetex on February 24, 2012 - 9:14 pm

        Lunatic Object Effects.

        Use a before or after effect that grants the attacker some MP. Anything this script can do can easily be attached to a skill with, most likely, a single line of code. If you want it based on actor/class, just check if the attacker is an actor and then their id/class id. Learn how to use case statements!

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