Difference between revisions of "Skill Core (YEP)"

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(Created page with "{{MvPlugin |preview=<youtube>https://www.youtube.com/watch?v=7y3gMVNVVuQ</youtube> |link1=<html><iframe src="https://itch.io/embed/398763" height="167" width="552" frameborder...")
 
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{{MvPlugin
 
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|preview = <youtube>https://www.youtube.com/watch?v=7y3gMVNVVuQ</youtube>
|link1=<html><iframe src="https://itch.io/embed/398763" height="167" width="552" frameborder="0"></iframe></html>
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|link1 = <html><iframe src="https://itch.io/embed/398763" height="167" width="552" frameborder="0"></iframe></html>
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{{Yanfly Engine Plugins}}
 
{{Yanfly Engine Plugins}}
  
== Help File ==
+
== Introduction ==
  
 
  <nowiki>
 
  <nowiki>
============================================================================
 
Introduction
 
============================================================================
 
 
 
Skills in RPG's consist of three main components: Costs, Damage, and
 
Skills in RPG's consist of three main components: Costs, Damage, and
 
Effects. Although not all components are required for a skill, they
 
Effects. Although not all components are required for a skill, they
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and/or TP gauges for something different if it would fit the character
 
and/or TP gauges for something different if it would fit the character
 
better (for example, some classes don't use MP and/or TP).
 
better (for example, some classes don't use MP and/or TP).
 +
</nowiki>
  
============================================================================
+
== Notetags ==
Notetags
 
============================================================================
 
  
 +
<nowiki>
 
These notetags can adjust either skill costs or special skill effects.
 
These notetags can adjust either skill costs or special skill effects.
  
Line 77: Line 73:
 
   listed skills have been learned. This will ONLY apply to skills that have
 
   listed skills have been learned. This will ONLY apply to skills that have
 
   been learned and not skills added through traits.
 
   been learned and not skills added through traits.
 +
</nowiki>
  
============================================================================
+
== Gauge Swapping ==
Gauge Swapping
 
============================================================================
 
  
 +
<nowiki>
 
This plugin also lets you swap around the HP, MP, and TP Gauges to any order
 
This plugin also lets you swap around the HP, MP, and TP Gauges to any order
 
you want assuming that all the plugins you use will keep the same order of
 
you want assuming that all the plugins you use will keep the same order of
Line 106: Line 102:
 
   Priority will go in the following order:
 
   Priority will go in the following order:
 
     Weapons, Armors, States, Class, Enemy
 
     Weapons, Armors, States, Class, Enemy
 +
</nowiki>
  
============================================================================
+
== Lunatic Mode - Skill Costs ==
Lunatic Mode - Skill Costs
 
============================================================================
 
  
 +
<nowiki>
 
For users who want more control over skill costs and skill effects, there
 
For users who want more control over skill costs and skill effects, there
 
exists notetags that allow you to apply code to the costs and/or effects of
 
exists notetags that allow you to apply code to the costs and/or effects of
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   piece of code, 'cost' is a variable already predefined with the TP Cost
 
   piece of code, 'cost' is a variable already predefined with the TP Cost
 
   and the TP percentage cost.
 
   and the TP percentage cost.
 +
</nowiki>
  
============================================================================
+
== Lunatic Mode - Custom Show Requirements ==
Lunatic Mode - Custom Show Requirements
 
============================================================================
 
  
 +
<nowiki>
 
For those who would like to show certain skills and disable them under any
 
For those who would like to show certain skills and disable them under any
 
custom conditions using their JavaScript knowledge, use the following:
 
custom conditions using their JavaScript knowledge, use the following:
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   if all other conditions are met. If visible is set to false, the skill is
 
   if all other conditions are met. If visible is set to false, the skill is
 
   disabled and hidden from the list.
 
   disabled and hidden from the list.
 +
</nowiki>
  
============================================================================
+
== Lunatic Mode - Custom Requirements and Execution ==
Lunatic Mode - Custom Requirements and Execution
 
============================================================================
 
  
 +
<nowiki>
 
For those with a bit of JavaScript experience, you can use the following
 
For those with a bit of JavaScript experience, you can use the following
 
notetags to restrict a skill and what kind of code to process when executing
 
notetags to restrict a skill and what kind of code to process when executing
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   </Custom Execution>
 
   </Custom Execution>
 
   This runs the code between the notetags upon using the skill.
 
   This runs the code between the notetags upon using the skill.
 +
</nowiki>
  
============================================================================
+
== Lunatic Mode - Custom Cost Display ==
Lunatic Mode - Custom Cost Display
 
============================================================================
 
  
 +
<nowiki>
 
For those with a bit of JavaScript experience, you can add new ways to
 
For those with a bit of JavaScript experience, you can add new ways to
 
display the skill cost.
 
display the skill cost.
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   This is the custom text displayed before the rest of the skill costs. You
 
   This is the custom text displayed before the rest of the skill costs. You
 
   can use text codes with this notetag.
 
   can use text codes with this notetag.
 +
</nowiki>
  
============================================================================
+
== Lunatic Mode - The Skill Phases ==
Lunatic Mode - The Skill Phases
 
============================================================================
 
  
 +
<nowiki>
 
For this skill, multiple effects are applied and at different phases. The
 
For this skill, multiple effects are applied and at different phases. The
 
various phases are as follows:
 
various phases are as follows:
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   the 'value' variable. The <Pre-Damage Eval> notetag is capable of altering
 
   the 'value' variable. The <Pre-Damage Eval> notetag is capable of altering
 
   the 'value' variable and return it to have damage affected by its code.
 
   the 'value' variable and return it to have damage affected by its code.
 +
</nowiki>
  
============================================================================
+
== Changelog ==
Changelog
 
============================================================================
 
  
 +
<nowiki>
 
Version 1.13:
 
Version 1.13:
 
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
 
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
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Version 1.00:
 
Version 1.00:
- Finished plugin!
+
- Finished plugin!</nowiki>
</nowiki>
 

Revision as of 01:16, 22 June 2019

Welcome to the wiki! This is where you can find resources from Yanfly.moe, Ækashics.moe,
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.



Download

  • [link Mirror]

System

This is a plugin created for RPG Maker MV.

For help on how to install plugins, click here.

For help on how to update plugins, click here.

Got errors with your RPG Maker MV plugin? Click here.


Masterarbeit Writer

Extension Plugins

The following plugins are Extension Plugins that require this plugin as its Parent Plugin.

Place the following plugins below this plugin located in the Plugin Manager if you plan on using them.

Yanfly Engine Plugins

This plugin is a part of the Yanfly Engine Plugins library.


Introduction

Skills in RPG's consist of three main components: Costs, Damage, and
Effects. Although not all components are required for a skill, they
certainly make up a good chunk of it. Damage will be handled by another
plugin, but this plugin will provide a core handling for skill costs and
skill effects.

This plugin also includes the ability for battlers to swap their HP, MP,
and/or TP gauges for something different if it would fit the character
better (for example, some classes don't use MP and/or TP).

Notetags

These notetags can adjust either skill costs or special skill effects.

Skill Notetags:
  <HP Cost: x>
  Changes the skill to have x as its HP cost. RPG Maker MV's editor lacks
  HP cost functions so this would allow skills to use HP as their cost.

  <HP Cost: x%>
  Changes the skill to cost a percentage of the character's MaxHP value.

  <MP Cost: x>
  Changes the skill to have x as its MP cost.
  This helps bypass the database's hard limit of 9999.

  <MP Cost: x%>
  Changes the skill to cost a percentage of the character's MaxMP value.

  <TP Cost: x>
  Changes the skill to have x as its TP cost.
  This helps bypass the database's hard limit of 99.

  <TP Cost: x%>
  Changes the skill to cost a percentage of the character's MaxTP value.
  Although the default MaxTP is 100, this tag will be useful for any
  plugins that will alter a character's MaxTP values.

  <Hide in Battle>
  This will hide and disable the skill during battle.

  <Hide in Field>
  This will hide and disable the skill outside of battle.

  <Hide if Learned Skill: x>
  <Hide if Learned Skill: x, x, x>
  <Hide if Learned Skill: x to y>
  Will hide and disable this skill if skill x has been learned. If multiple
  skills are listed, the skill will be hidden and disabled if any one of the
  listed skills have been learned. This will ONLY apply to skills that have
  been learned and not skills added through traits.

Gauge Swapping

This plugin also lets you swap around the HP, MP, and TP Gauges to any order
you want assuming that all the plugins you use will keep the same order of
HP, MP, and TP and does not override the default gauge drawing process. If
you use any plugin extensions, they can be swaped in as well.

Note: If you do not have 'Display TP in Battle' checked under the System tab
in the database, nothing will be shown for the third slot.

Class Notetag:
  <Swap Gauge x: y>
  This will change gauge x (1, 2, or 3) to y. Replace y with 'HP', 'MP', or
  'TP' to have it display that gauge type in that gauge slot. If you wish
  for that slot to display nothing, insert 'Nothing' or 'Null' in place of
  y in the notetag.

Weapon, Armor, and State Notetags:
  <Swap Gauge x: y>
  Actors with equipment or states  that contain these notetags or enemies
  with states that contain these notetags will display those swapped gauges
  in place of the default settings or settings defined by the Class or
  Enemy notetags.

  Priority will go in the following order:
    Weapons, Armors, States, Class, Enemy

Lunatic Mode - Skill Costs

For users who want more control over skill costs and skill effects, there
exists notetags that allow you to apply code to the costs and/or effects of
a skill. For effects, this will also extend towards item control, as well.

  <Custom HP Cost>       Example: <Custom HP Cost>
   code                            cost += $gameVariables.value(1);
   code                           </Custom HP Cost>
  </Custom HP Cost>
  This allows the skill to have a custom HP cost based off of code. For the
  piece of code, 'cost' is a variable already predefined with the HP Cost
  and the HP percentage cost.

  <Custom MP Cost>       Example: <Custom MP Cost>
   code                            cost += $gameVariables.value(1);
   code                           </Custom MP Cost>
  </Custom MP Cost>
  This allows the skill to have a custom MP cost based off of code. For the
  piece of code, 'cost' is a variable already predefined with the MP Cost
  and the MP percentage cost.

  <Custom TP Cost>       Example: <Custom TP Cost>
   code                            cost += $gameVariables.value(1);
   code                           </Custom TP Cost>
  </Custom TP Cost>
  This allows the skill to have a custom TP cost based off of code. For the
  piece of code, 'cost' is a variable already predefined with the TP Cost
  and the TP percentage cost.

Lunatic Mode - Custom Show Requirements

For those who would like to show certain skills and disable them under any
custom conditions using their JavaScript knowledge, use the following:

Skill Notetag:
  <Custom Show Eval>
  if (user.level > 50) {
    visible = true;
  } else {
    visible = false;
  }
  </Custom Show Eval>
  If the visible is set to true, the skill is shown (not hidden) and enabled
  if all other conditions are met. If visible is set to false, the skill is
  disabled and hidden from the list.

Lunatic Mode - Custom Requirements and Execution

For those with a bit of JavaScript experience, you can use the following
notetags to restrict a skill and what kind of code to process when executing
the said skill.

Skill Notetags:

  <Custom Requirement>
   if ($gameParty.gold() > 1000) {
     value = true;
   } else {
     value = false;
   }
  </Custom Requirement>
  If value is set to true, the skill will be useable provided that all other
  requirements have been met. If the value is set to false, the skill won't
  be useable.

  <Custom Execution>
   $gameParty.loseGold(1000);
  </Custom Execution>
  This runs the code between the notetags upon using the skill.

Lunatic Mode - Custom Cost Display

For those with a bit of JavaScript experience, you can add new ways to
display the skill cost.

Skill Notetags:

  <Cost Display Eval>
   var variableId = 1;
   var value = 1000;
   $gameVariables.setValue(variableId, value);
  </Cost Display Eval>
  This notetag runs an eval before displaying the skill's cost. This is so
  you can set up variables and whatnot for your skill cost display text.

  <Custom Cost Display>
   \c[4]\v[1]\c[0] Gold
  </Custom Cost Display>
  This is the custom text displayed before the rest of the skill costs. You
  can use text codes with this notetag.

Lunatic Mode - The Skill Phases

For this skill, multiple effects are applied and at different phases. The
various phases are as follows:

   Before Effect Phase (influenced by this plugin)
   if skill successfully lands:
   - Pre-Damage Effect Phase (influenced by this plugin)
   - Damage Phase
   - Post-Damage Effect Phase (influenced by this plugin)
   - Item Trait Effects Phase
   After Effect Phase (influenced by this plugin)

There's four phases which can be influenced by this plugin. Two of which do
not matter if the effect successfully lands or not, two of which do matter
if the skill does land.

Skill and Item Notetags:
  <Before Eval>
   code
   code
  </Before Eval>

  <Pre-Damage Eval>
   code
   code
  </Pre-Damage Eval>

  <Post-Damage Eval>
   code
   code
  </Post-Damage Eval>

  <After Eval>
   code
   code
  </After Eval>
  If you wish to use custom effects for your skill, you can insert the
  respective notetags into the skill (or item) noteboxes and it will run the
  code that appears in between the tags. However, using any form of comments
  in this tag will block out code that follows.

  Those using the <Pre-Damage Eval> and <Post-Damage Eval> are able to make
  use of the damage to be dealt and the damage that has been dealt through
  the 'value' variable. The <Pre-Damage Eval> notetag is capable of altering
  the 'value' variable and return it to have damage affected by its code.

Changelog

Version 1.13:
- Bypass the isDevToolsOpen() error when bad code is inserted into a script
call or custom Lunatic Mode code segment due to updating to MV 1.6.1.

Version 1.12:
- Updated for RPG Maker MV version 1.5.0.

Version 1.11a:
- Lunatic Mode fail safes added.
- Documentation fix for the help file. Lunatic Mode tags didn't end right.
The help file is now updated to show the correct notetags.

Version 1.10b:
- Fixed a visual bug when using text code font changing for custom skill
cost display.
- <Hide if Learned Skill: x> documentation updated.
- Compatibility update for future plugins.

Version 1.09:
- The <Pre-Damage Eval> notetag now has the ability alter damage dealt. The
'value' variable refers to and returns the damage affected by the action.

Version 1.08:
- Updated for RPG Maker MV version 1.1.0.

Version 1.07:
- Fixed a bug that prevented immortal actors at 0 HP from using skills.

Version 1.06a:
- Added <Hide in Battle> and <Hide in Field> notetags.
- Added a failsafe to check for undefined skills.

Version 1.05:
- Added <Hide if Learned Skill: x> notetags.
- Added <Custom Show Eval> Lunatic Mode notetag.

Version 1.04:
- Added four Lunatic Modes notetags: Custom Requirement, Custom Execution,
Cost Display Eval, Custom Cost Display.

Version 1.03:
- Fixed a bug with the Lunatic Mode notetags not working.

Version 1.02:
- Added 'Window Columns' parameter to let users adjust the number of columns
used for the skill window.

Version 1.01:
- Fixed a mathematical error for skill cost padding.
- Added return for drawSkillCost to assist others scripters when making
compatibility notes.

Version 1.00:
- Finished plugin!