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MP Regen possible?

 
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Meatballsub
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Joined: 16 Jun 2003
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PostPosted: Wed May 28, 2008 6:39 pm    Post subject: MP Regen possible? Reply with quote

Is it possible to create some sort of ability that generates MP regen during battle?
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JSH357




Joined: 02 Feb 2003
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PostPosted: Wed May 28, 2008 7:09 pm    Post subject: Reply with quote

As of now, the only ways I can think of to do it involve chaining an attack (but that will lock the caster) and using enemy spawning + elemental bitsets to create an "MP Regen" dummy enemy.

Sounds like a good feature to request, though.

Another option would be to combine HP with MP, but that requires a complete overhaul of your battle system.
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Moogle1
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PostPosted: Wed May 28, 2008 9:17 pm    Post subject: Reply with quote

I have a feature request open for a "create-your-own-status-effect" sort of thing. Vote for it!
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Rya.Reisender
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PostPosted: Thu May 29, 2008 12:07 am    Post subject: Reply with quote

Regen should just get it's own setting in the damage calculation rather than a bitset. Then you could freely set the target stat as well.
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Raekuul
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PostPosted: Thu May 29, 2008 3:35 am    Post subject: Reply with quote

You already can. Just not without bitset "Target MP instead of HP (Obsolete)".

James: That bitset is no longer obsolete.
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The Drizzle
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PostPosted: Thu May 29, 2008 6:07 am    Post subject: Reply with quote

I think the "Target MP instead of HP (Obsolete)" has always worked so that old games would be backwards compatible when using that bitset. I think it just says obsolete because you can target any stat now.
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Meatballsub
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PostPosted: Thu May 29, 2008 8:37 am    Post subject: Reply with quote

Sweet, thanks for the info. I will try it out.
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Rya.Reisender
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PostPosted: Thu May 29, 2008 9:34 am    Post subject: Reply with quote

Obsolete doesn't mean that it doesn't work anymore. :p
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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Thu May 29, 2008 10:11 am    Post subject: Reply with quote

The obsolete target MP bit cannot do anything special. It is just the old way of selecting "Target Stat = MP"


At some point in the future, the engine may autodetect any attacks that use that bitset, change their "Target Stat" and then remove the bitset, so we can recycle it.


Until '' . bug_title('629') . '' is implemented, there is no easy way to do MP regen. JSH's suggestion with the invisible untargetable spawned enemy is the only workaround I can think of.
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Raekuul
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PostPosted: Fri May 30, 2008 4:19 am    Post subject: Reply with quote

Wait, we *can't* combine the target MP bitset with a Regen Register target stat?
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JSH357




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PostPosted: Fri May 30, 2008 7:31 am    Post subject: Reply with quote

I don't know why you'd think we could. Regen doesn't heal damage through an attack--you can't affect the way it works beyond how much damage it's curing and whether it's on or off.
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Inspiration
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PostPosted: Fri May 30, 2008 12:15 pm    Post subject: Reply with quote

JSH357 wrote:
I don't know why you'd think we could. Regen doesn't heal damage through an attack--you can't affect the way it works beyond how much damage it's curing and whether it's on or off.


Don't forget about the rate of regeneration.
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JSH357




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PostPosted: Fri May 30, 2008 12:37 pm    Post subject: Reply with quote

Ah, that's true too, but it's pretty engine-determined (based purely on the wait meter).
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