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[RMMV] Checking for an Actor's MP in the middle of an attack itself

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: [RMMV] Checking for an Actor's MP in the middle of an attack itself
  • Original author: LakituAl
  • Original date: March 5, 2018
  • Source thread: https://forums.rpgmakerweb.com/threads/rmmv-checking-for-an-actors-mp-in-the-middle-of-an-attack-itself.92217/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support

Summary

Howdy. I'm having a lil' problem with my attack's script. The intended behavior: First a timed hit occurs by pressing Shift (this works fine), then, have the game check if the character has more than 0 MP. If so, allow for additional input (in this case a qcb plus Shift) for a chance to allow for an additional hit and then deduct MP. HERE'S MY REAL PROBLEM: For some reason this move works perfectly as intended if I make the game check the user's TP. If the TP is 0...

Archived First Post

Howdy. I'm having a lil' problem with my attack's script.
The intended behavior: First a timed hit occurs by pressing Shift (this works fine), then, have the game check if the character has more than 0 MP. If so, allow for additional input (in this case a qcb plus Shift) for a chance to allow for an additional hit and then deduct MP.

HERE'S MY REAL PROBLEM: For some reason this move works perfectly as intended if I make the game check the user's TP. If the TP is 0 it doesn't allow for a second input and the character falls on her face, but if there's TP it allows for more inputs and I get my second hit. If I change the line to check for MP instead it bypasses the check altogether, allowing for inputs when there is no MP available and allowing additional hits for free (which is awesome but not the intended behavior).

Here's the code in the spoilers. I'll also provide screenshots with the Plugins I have.

<target action>

move user: target, front, 10

wait for movement



animation 17: target

start sequence input: shift, 10

wait for sequence input: 20

end sequence input



if $gameVariables.value(10) > 0

action animation: target

action effect: target

else

motion dead: user

wait 20

end



if $gameActors.actor(7).mp > 0

change variable 9 = 1

else

change variable 9 = 0

animation 1: user

end



if $gameVariables.value(9) > 0

start sequence input: left, 1

wait for sequence input: 25

end sequence input

else

motion victory: user

wait 20

end



if $gameVariables.value(1) > 0

start sequence input: down, 2

wait for sequence input: 25

end sequence input

else

motion damage: user

end



if $gameVariables.value(2) > 0

start sequence input: right, 3

wait for sequence input: 25

end sequence input



if $gameVariables.value(3) > 0

start sequence input: shift, 4

wait for sequence input: 25

end sequence input



if $gameVariables.value(4) > 0

action effect: target

mp -1: user

else

motion dead: user

end

end



death break

wait: 8

</target action>

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Worth a mention, I'm using version 1.6. I at first thought that was an issue, but the attack kept misbehaving even after I went back to the previous version.
Again, this works just fine when I check TP, but I wanna use TP for something entirely different, so I need to change it to MP. Any help, suggestions, tips and or workarounds will be appreciated.

(Also, I tried searching for this topic before, but the search tends to omit MP by virtue of being a short word, and I kept stumbling upon things that check TP instead).

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Referenced Images / Attachments

plugins 1.png
plugins 1.png
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plugins 2.png
Mitos y Meriendas.png
Mitos y Meriendas.png
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