Difference between revisions of "Skill Mastery VisuStella MZ"
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{{VisuMZ Skill Mastery Plugin Commands}} | {{VisuMZ Skill Mastery Plugin Commands}} | ||
+ | |||
+ | |||
+ | |||
+ | == Script Calls == | ||
+ | |||
+ | The following are Script Calls that can be used with this plugin. These are | ||
+ | made for JavaScript proficient users. We are not responsible if you use them | ||
+ | incorrectly or for unintended usage. | ||
+ | |||
+ | --- | ||
+ | |||
+ | === Data Retrieval-Related Script Calls === | ||
+ | |||
+ | --- | ||
+ | |||
+ | <pre> | ||
+ | $actorSkillMasteryLevel(actorID, skillID) | ||
+ | $actorSkillMasteryExp(actorID, skillID) | ||
+ | |||
+ | - These will return a numeric value detailing the level/exp of the actor | ||
+ | being specified. | ||
+ | - Replace 'actorID' with a number representing the ID of the actor to look | ||
+ | up the skill mastery level or exp of. | ||
+ | - Replace 'skillID' with a number representing the ID of the skill to look | ||
+ | up the skill mastery level or exp of. | ||
+ | - This will return a number value. | ||
+ | |||
+ | Examples: | ||
+ | |||
+ | $actorSkillMasteryLevel(6, 99) | ||
+ | $actorSkillMasteryExp(7, 52) | ||
+ | </pre> | ||
+ | |||
+ | --- | ||
+ | |||
+ | <pre> | ||
+ | $enemySkillMasteryLevel(enemyIndex, skillID) | ||
+ | $enemySkillMasteryExp(enemyIndex, skillID) | ||
+ | |||
+ | - These will return a numeric value detailing the level/exp of the enemy | ||
+ | being specified. | ||
+ | - Replace 'enemyIndex' with a number representing the index position of the | ||
+ | enemy to look up the skill mastery level or exp of. | ||
+ | - Index values for enemy troops typically range from 0 to 7, with 0 being | ||
+ | the first enemy inserted into a troop. | ||
+ | - Replace 'skillID' with a number representing the ID of the skill to look | ||
+ | up the skill mastery level or exp of. | ||
+ | - This will return a number value. | ||
+ | |||
+ | Examples: | ||
+ | |||
+ | $enemySkillMasteryLevel(0, 99) | ||
+ | $enemySkillMasteryLevel(2, 52) | ||
+ | </pre> | ||
+ | |||
+ | --- | ||
Latest revision as of 13:56, 12 July 2023
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
Download | ||
SystemThis is a plugin created for RPG Maker MZ. | ||
Click here for help on how to install plugins and an explanation on the Tier Hierarchy System. |
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Required PluginsThe following plugins are required in order to use this plugin. Place the following plugins above this plugin located in the Plugin Manager.
VisuStella MZThis plugin is a part of the VisuStella MZ Plugin Library. Click here if you want to help support VisuStella on Patreon. IntroductionWith this plugin, a Skill Mastery mechanic is put into play where when an actor or enemy uses a skill enough times, it can gain mastery levels. With increased mastery levels, damage/healing can increase, costs can be changed, cooldown turns, state turns, buff turns, and debuff turns can also be adjusted based on mastery levels. Features include all (but not limited to) the following:
RequirementsThis plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker. Required Plugin ListThis plugin requires the above listed plugins to be installed inside your game's Plugin Manager list in order to work. You cannot start your game with this plugin enabled without the listed plugins.
This plugin is a Tier 3 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5). This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.
Extra FeaturesThere are some extra features found if other VisuStella MZ plugins are found present in the Plugin Manager list. --- Visual Gauge Styles VisuStella MZIf VisuStella MZ's Visual Gauge Styles is also installed, you can change the way the Skill Mastery EXP gauge appears. ---
Notetags
RPG Maker MZ's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin. Here is a list of Notetag(s) that you may use.
--- Mastery-Related Notetags--- <Max Skill Mastery Level: x> - Used for: Skill Notetags - Sets the maximum skill mastery level for this skill to 'x'. - Replace 'x' with a number representing the max skill mastery level. - If this notetag is not used, refer to the default max level found in the Plugin Parameters. --- <JS Skill Mastery EXP> code code exp = code; </JS Skill Mastery EXP> - Used for: Skill Notetags - Create a custom skill mastery EXP formula for this skill. - The variable 'user' refers to user of the skill. - The variable 'targetLevel' refers to the target level whose EXP is being calculated for. - The variable 'exp' is returned and determines how much EXP is needed to achieve the target level. --- <Starting Skill Masteries> Skill id: level Skill id: level, exp name: level name: level, exp </Starting Skill Masteries> - Used for: Actor, Enemy Notetags - Allows you to adjust the starting skill mastery levels for actors and enemies. Initialized actors will also reset their mastery levels to these values. - Replace 'id' with a number presenting the ID of the skill to set the mastery level for. - Replace 'name' with the name of the skill to set the mastery level for. - Replace 'level' with a number representing the starting mastery level. - Replace 'exp' with a number representing the current mastery level EXP. --- Mastery Effect-Related Notetags--- <Mastery Effect: +x HP Cost Per Level> <Mastery Effect: -x HP Cost Per Level> <Mastery Effect: +x% HP Cost Per Level> <Mastery Effect: -x% HP Cost Per Level> <Mastery Effect: +x MP Cost Per Level> <Mastery Effect: -x MP Cost Per Level> <Mastery Effect: +x% MP Cost Per Level> <Mastery Effect: -x% MP Cost Per Level> <Mastery Effect: +x TP Cost Per Level> <Mastery Effect: -x TP Cost Per Level> <Mastery Effect: +x% TP Cost Per Level> <Mastery Effect: -x% TP Cost Per Level> - Used for: Skill Notetags - Alters the HP, MP, and/or TP costs of the skill per mastery level. - Replace 'x' with a number representing either a flat change or percentile change in skill cost. - Skill costs cannot be altered unless the base cost is at least above 0. - Depending on the Plugin Parameter settings, skill costs cannot reach 0. - If these notetags are not used, refer to the default settings found in the Plugin Parameters. --- <Mastery Effect: +x Damage Per Level> <Mastery Effect: -x Damage Per Level> <Mastery Effect: +x% Damage Per Level> <Mastery Effect: -x% Damage Per Level> <Mastery Effect: +x Healing Per Level> <Mastery Effect: -x Healing Per Level> <Mastery Effect: +x% Healing Per Level> <Mastery Effect: -x% Healing Per Level> - Used for: Skill Notetags - Alters the damage/healing of the skill per mastery level. - Replace 'x' with a number representing either a flat change or percentile change in damage/healing. - If these notetags are not used, refer to the default settings found in the Plugin Parameters. --- <Mastery Effect: +x Cooldown Turns Per Level> <Mastery Effect: -x Cooldown Turns Per Level> <Mastery Effect: +x Buff Turns Per Level> <Mastery Effect: -x Buff Turns Per Level> <Mastery Effect: +x Debuff Turns Per Level> <Mastery Effect: -x Debuff Turns Per Level> <Mastery Effect: +x State Turns Per Level> <Mastery Effect: -x State Turns Per Level> - Used for: Skill Notetags - Alters the cooldown, buff, debuff, or state turns of the skill per mastery level. - Replace 'x' with a number representing either the turn change. - Depending on the Plugin Parameters, cooldowns may or may not be able to reach zero due to this effect. - Buffs, debuffs, and state turns are able to reach zero values because they can still hold an effect at zero turns. - If these notetags are not used, refer to the default settings found in the Plugin Parameters. ---
Plugin CommandsPlugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MZ. Here is a list of Plugin Command(s) that you may use: ---
--- Actor Plugin Commands--- Actor: Gain Skill Mastery / EXP - Target actor(s) gain Skill Mastery and/or EXP. Actor ID(s): - Select which Actor ID(s) to affect. Skill ID: - What is the ID of the skill to adjust? Level: - Gains this many mastery levels for the skill. EXP: - Gains this much exp of the mastery level. --- Actor: Set Skill Mastery / EXP - Sets the Skill Mastery level and EXP for target actor(s). Actor ID(s): - Select which Actor ID(s) to affect. Skill ID: - What is the ID of the skill to adjust? Level: - Sets the mastery level of the skill. EXP: - Sets the exp of the current mastery level. --- Enemy Plugin Commands--- Enemy: Gain Skill Mastery / EXP - Target enemy(ies) gain Skill Mastery and/or EXP. Enemy Index(es): - Select which Enemy Index(es) to affect. - Index values start at 0. Skill ID: - What is the ID of the skill to adjust? Level: - Gains this many mastery levels for the skill. EXP: - Gains this much exp of the mastery level. --- Enemy: Set Skill Mastery / EXP - Sets the Skill Mastery level and EXP for target enemy(ies). Enemy Index(es): - Select which Enemy Index(es) to affect. - Index values start at 0. Skill ID: - What is the ID of the skill to adjust? Level: - Sets the mastery level of the skill. EXP: - Sets the exp of the current mastery level. ---
Script CallsThe following are Script Calls that can be used with this plugin. These are made for JavaScript proficient users. We are not responsible if you use them incorrectly or for unintended usage. --- Data Retrieval-Related Script Calls--- $actorSkillMasteryLevel(actorID, skillID) $actorSkillMasteryExp(actorID, skillID) - These will return a numeric value detailing the level/exp of the actor being specified. - Replace 'actorID' with a number representing the ID of the actor to look up the skill mastery level or exp of. - Replace 'skillID' with a number representing the ID of the skill to look up the skill mastery level or exp of. - This will return a number value. Examples: $actorSkillMasteryLevel(6, 99) $actorSkillMasteryExp(7, 52) --- $enemySkillMasteryLevel(enemyIndex, skillID) $enemySkillMasteryExp(enemyIndex, skillID) - These will return a numeric value detailing the level/exp of the enemy being specified. - Replace 'enemyIndex' with a number representing the index position of the enemy to look up the skill mastery level or exp of. - Index values for enemy troops typically range from 0 to 7, with 0 being the first enemy inserted into a troop. - Replace 'skillID' with a number representing the ID of the skill to look up the skill mastery level or exp of. - This will return a number value. Examples: $enemySkillMasteryLevel(0, 99) $enemySkillMasteryLevel(2, 52) ---
Plugin ParametersGeneral SettingsAdjust the general settings involving this plugin including mechanics and default mastery effect values. --- Auto Variable: Skill Level: - Select a variable ID to automatically record the last used skill's mastery level. - 0 to not use. --- Defaults EXP Formula: - Default formula used to calculate needed EXP. - Return: exp. - Variables: user, skill, targetLevel. Max Level: - Default max level for skill masteries. --- Defaults > Effects Per Level HP Cost: HP% Cost: MP Cost: MP% Cost: TP Cost: TP% Cost: Damage/Heal: Damage/Heal%: Cooldown Turns: Buff Turns: Debuff Turns: State Turns: - Default mastery effect bonus per level. --- Prevent EXP Gain Basic Attack?: - Prevent EXP gain for basic attacks? Basic Guard?: - Prevent EXP gain for basic guarding? --- Prevent Effects Costs to Zero?: - Prevent costs from reaching zero? Cooldowns to Zero?: - Prevent cooldowns from reaching zero? --- Display Name Format: - Change how skill names appear with mastery levels. - %1 - Skill Name, %2 - Mastery Level. Max Gauge Width: - Gauge widths adjust to the window size but there is a maximum gauge width amount. Gauge Color 1: Gauge Color 2: - Use #rrggbb for custom colors or regular numbers for text colors from the Window Skin. Gauge Style: - Select the gauge style to use for skill mastery EXP. - Requires VisuMZ_3_VisualGaugeStyles! ---
Level Up Effect SettingsThese settings let you adjust the in-battle mastery level up effects used for this plugin. --- Animation Animation ID: - Play this animation when the effect activates. Mirror Animation: - Mirror the effect animation? Mute Animation: - Mute the effect animation? --- Popups Text: - Text displayed upon the effect activating. Text Color: - Use #rrggbb for custom colors or regular numbers for text colors from the Window Skin. Flash Color: - Adjust the popup's flash color. - Format: [red, green, blue, alpha] Flash Duration: - What is the frame duration of the flash effect? ---
Level Up Sound SettingsThese settings let you adjust the sound effects used for this plugin. --- Settings Filename: - Filename of the sound effect played. Volume: - Volume of the sound effect played. Pitch: - Pitch of the sound effect played. Pan: - Pan of the sound effect played. ---
Terms of Use1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com. 2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella". 3. You may edit the source code to suit your needs, so long as you do not claim the source code belongs to you. VisuStella also does not take responsibility for the plugin if any changes have been made to the plugin's code, nor does VisuStella take responsibility for user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow custom JavaScript code. 5. VisuStella is not responsible for problems found in your game due to unintended usage, incompatibility problems with plugins outside of the VisuStella MZ library, plugin versions that aren't up to date, nor responsible for the proper working of compatibility patches made by any third parties. VisuStella is not responsible for errors caused by any user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow JavaScript code. 8. Any extensions and/or addendums made to this plugin's Terms of Use can be found on VisuStella.com and must be followed. Terms of Use: Japanese『VisuStella MZ』利用規約 1. これらのプラグインは、VisuStella.comおよび/または公式に承認されたVisuStellaのソースから合法的な手段で入手したものである限り、フリーゲームや商用ゲームに使用することができます。例外的に使用が禁止される場合については、VisuStella.comの記載をご確認ください。 2. 本プラグインの「クレジット」部分に記載されているすべてのコーダーの名前は、ゲーム内にクレジット表記を行うか、もしくは「VisuStella」という名前の下にまとめて表記する必要があります。 3. ソースコードを自分のものだと主張しない限りは、必要に応じて編集することが可能です。ただしプラグインのコードに変更が加えられた場合、VisuStellaはそのプラグインに対して一切の責任を負いません。高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードについても、VisuStellaは一切の責任を負いません。 5. VisuStellaは、意図しない使用方法による問題、VisuStella MZライブラリ以外のプラグインとの非互換性の問題、プラグインのバージョンが最新でないことによる問題、第三者による互換性パッチが適切に動作していないことなどが原因でゲーム内で発生した問題については、一切の責任を負いません。VisuStellaは、高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードに起因するエラーについても、一切の責任を負いません。 8. このプラグインの利用規約の追加項目や補足については、VisuStella.comに掲載されていますので、それを参照し従ってください。 CreditsIf you are using this plugin, credit the following people in your game: Team VisuStella
ChangelogVersion 1.01: July 13, 2023
Version 1.00 Official Release Date: June 28, 2023
See Also
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