Yeah @ZoriaRPG reported it, I confirmed it.
Yeah @ZoriaRPG reported it, I confirmed it.
HA! By sheer coincidence I actually did this a while ago with Zelda 4. The only problem is that giving yourself the item via cheat menu won't do shit, but for that, they can give themselves 1/2 magic anyway.
Aye, it's on the heap of things that I'd like to change at some point, to allow different magic usage rates.
Usage:
Game->Generic[GEN_MAGICDRAINRATE] = value;
You can change the value by script, at any time. The 1/2 magic upgrade, does that, but you can reverse it, or change it as needed, albeit with somewhat restricted options.
http://www.zoriarpg.com/zc/LoE_Userbar.png http://zoriarpg.com/zc/EiyuuUserbar.png
http://www.zoriarpg.com/zc/CIS_Original.pnghttp://www.zoriarpg.com/zc/CIS_II_Userbar.png
Latest ZC 2.53 (Win32) | (Technical Specification | Changelog)
Latest ZC 2.55(Win32) | 2.55 Modules | (Techical Specification | Changelog)
ZC Source Code | ZClaunch Source Code
Featured Scripts & Headers: RPG.zh ( v. a0.97.1 ) ( RPG.zh Thread ) | Zelda 3 Thief's Town Treasure Chest Minigame (ffc) | Bobomb (enemy)
ZScript & ZC-Related Pastebin | ZC Dev & Builds | ARCHIVED ZC Dev & Builds | YouTube Channel | Quests and ZScript Repository
All of the code that I create and publish here is free for use, modification and distribution under the GPL v2.0, or v3.0 where applicable.
So the other question is with that script will it trigger the appearance of the 1/2 magic symbol or is that another function?
Lost my wings and grew 8 tentacles... I've seen enough Hentai to know where this is going....
I assume you can already. If you take "1/2 Magic" as the minimum rate you can set up your drain rate to just begin at a higher drain rate and change actual usage through the editor, if needed. Say you start the drain rate value at 8. Then it could be varied starting at 4x, to 3x, to 2x, to 1x, to 1/2x.
The half magic icon is a subscreen element and I am not sure how it is triggered but I know how to fake it if you can't figure it out.
It's not even something that matters for my use, as I usually set MP cost by script, and parse all those costs through a filter function.
I just want to fix it, so that people can use the (item) editor without needing to muck about too much, by converting the values of that array to floats on the ZQ side. That'll allow decimal values, like 0.5, or .025, for multipliers of editor-abased magic costs. That shouldn't be too hard to change, on the source side, or so I hope. Of course, changing the quest format to reflect the additions that are on my list, and the expanded bytecode, is another matter. (It's pretty bleah.)
http://www.zoriarpg.com/zc/LoE_Userbar.png http://zoriarpg.com/zc/EiyuuUserbar.png
http://www.zoriarpg.com/zc/CIS_Original.pnghttp://www.zoriarpg.com/zc/CIS_II_Userbar.png
Latest ZC 2.53 (Win32) | (Technical Specification | Changelog)
Latest ZC 2.55(Win32) | 2.55 Modules | (Techical Specification | Changelog)
ZC Source Code | ZClaunch Source Code
Featured Scripts & Headers: RPG.zh ( v. a0.97.1 ) ( RPG.zh Thread ) | Zelda 3 Thief's Town Treasure Chest Minigame (ffc) | Bobomb (enemy)
ZScript & ZC-Related Pastebin | ZC Dev & Builds | ARCHIVED ZC Dev & Builds | YouTube Channel | Quests and ZScript Repository
All of the code that I create and publish here is free for use, modification and distribution under the GPL v2.0, or v3.0 where applicable.
There are currently 1 users browsing this thread. (0 members and 1 guests)