Class Mechanics help

KeroTani

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I'm trying to make this work but so far I haven't had any luck. I have a Skill and every time the skill is used I want a counter to go up. And depending on the counter I want to have new skills available. So Actor 1 has skill number 1, skill number one is used. Variable count goes up 1, at count 1 actor can use skill number 2. Skill number 2 has a cost of 1 variable. If actor uses skill one the variable count goes up to 2 and skill number 3 can be used. At this point the actor can use skill skill number 2 for 2 turns each costing 1 variable or can use skill number 3 that costs 2 variable. Can someone help me make this work. I'm using MV btw.
 
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bgillisp

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Why not use TP instead of a counter? If they use skill 1 they gain 1 TP, and the costs of the skills are what the counter should be. Will be much easier to implement, will just require you to make sure they don't start battles with more than 0 TP (unless you intend that), and you'll need to disable the gain TP on damage part of the game.

Should work, unless there is a reason you need MP, TP, *and* a counter in the same game to keep track of skill costs, in which case you run the risk of overwhelming the player with too many variables and acronyms to keep track of.
 

KeroTani

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Why not use TP instead of a counter? If they use skill 1 they gain 1 TP, and the costs of the skills are what the counter should be. Will be much easier to implement, will just require you to make sure they don't start battles with more than 0 TP (unless you intend that), and you'll need to disable the gain TP on damage part of the game.

Should work, unless there is a reason you need MP, TP, *and* a counter in the same game to keep track of skill costs, in which case you run the risk of overwhelming the player with too many variables and acronyms to keep track of.
It would be but that's not the way I want to do it. Also TP will be used for something else.
 

bgillisp

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Then afraid you'll need a plug-in to make it work, as there is no way in the default engine I know of to do this without it being MP or TP. You might have some luck with the skill restrictions plug-in from Yanfly, but since I don't use MV myself (yet) I won't know how to make it work for what you need. But, give it a try and see, it should be able to do what you want. If it can't, you'll need to request a custom plug-in for it.
 

Andar

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I've moved this thread to MV Support. Please be sure to post your threads in the correct forum next time. Thank you.


when do you need those additional skills?


If you need them only in the next battleturn, then you can use a common event to add the values and change the available skills.


However, that depends on the battle plugins you use and when the effects should happen, because by default each skill can call only one common event and those events will be processed only after all damage had been calculated (and not in the order of the skills)
 
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KeroTani

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I would want a skill that could add other skills based on a value but I can't get it to work right. This would reset each battle, I think i'm doing the counter wrong.
 

Andar

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then place screenshots of how you're doing it - we can't see the inside of your computer...


Only with screenshots we can see what you do wrong and how to correct it.
 

KeroTani

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The idea here is that I have a variable that goes up when a skill is used.



This skill calls on that variable 



My problem is how do I link these skills to that variable so that when the counter goes up these skills are learned until the counter is lowed?

 
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Andar

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My problem is how do I link these skills to that variable so that when the counter goes up these skills are learned until the counter is lowed?
You need to place that logic into the same common event as the control variable command.
After adding that +1, you'll use a conditional branch to check if the value is high enough, if yes learn if not unlearn the other skills.


And I suggest using [alt]-[prtscrn] instead of just [prtscrn], that limits the screenshot to the active window and makes everything easier to read.
 

KeroTani

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I was able to get my skills to work but that gave as another problem. The variable doesn't reset to 0 after battle, I need a way to reset the variable to 0 after each battle.
 

Andar

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Make a new common event, set to parallel and triggered by an "after battle switch".


In that event, you set the variable to zero and unlearn any skills not available, and as last command give a control "after battle switch" OFF.


Then in every troop, make a turn zero event to control ON the after battle switch
 

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