DoubleX RMMZ Skill Item Triggers

DoubleX

Just a nameless weakling
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Joined
Jan 2, 2014
Messages
1,787
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First Language
Chinese
Primarily Uses
N/A
Purpose
Lets you run some codes set by your notetags on some action execution cases

Introduction
Code:
*    1. This plugin lets you use notetags to set what happens when an
*       action's just executed, and different cases like miss, evade, counter
*       attack, magic reflection, critical hit, normal execution, substitute,
*       right before starting to execute actions, and right after finished
*       executing the actions, can have different notetags
*    2. You're expected to write JavaScript codes directly, as there are so
*       much possibilities that most of them are just impossible to be
*       covered by this plugin itself, so this plugin just lets you write
*       JavaScript codes that are executed on some important timings
Video

Games using this plugin
None so far

Code:
* @param missNotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the miss notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param evaNotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the eva notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param cntNotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the cnt notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param mrfNotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the mrf notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param criNotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the cri notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param normNotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the norm notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param substituteNotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the substitute notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param preNotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the pre notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]
*
* @param postNotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the post notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem"]

Code:
*    ## Notetag Info
*       1. Among all the same notetag types in the same data, all can be
*          effective
*       2. Each line can only have at most 1 notetag
*       3. The following is the structure of all notetags in this plugin:
*          - <doublex rmmz skill item triggers>
*          - <skill item triggers>
*          Where contents are in the form of type suffixes: entries
*          Either of the above can be used, but the 1st one reduce the chance
*          of causing other plugins to treat the notetags of this plugin as
*          theirs, while the 2nd one is more user-friendly
*          - type is one of the following:
*            1. miss
*            2. eva
*            3. cnt
*            4. mrf
*            5. cri
*            6. norm
*            7. substitute
*            8. pre
*            9. post
*          - suffixes is the list of suffixes in the form of:
*            suffix1 suffix2 suffix3 ... suffixn
*            Where each suffix is either of the following:
*            val(The notetag value will be used as-is)
*            switch(The value of the game switch with id as the notetag value
*                   will be used)
*            event(The common event with id as the notetag value will be
*                  reserved)
*            (Advanced)script(The value of the game variable with id as the
*                            notetag value will be used as the contents of
*                            the functions to be called upon using the
*                            notetag)
*          - The this pointer of the script suffix is different for different
*            notetag types
*          - entries is the list of entries in the form of:
*            entry1, entry2, entry3, ..., entryn
*            Where entryi must conform with the suffixi specifications
*----------------------------------------------------------------------------
*    # Actor/Class/Learnt Skills/Usable Skills/Posessed Items/Usable Items/
*      Inputted Skill Or Item/Weapon/Armor/Enemy/States/This State Notetags
*      1. miss condSuffix eventSuffix: condEntry, eventEntry
*         - Triggers what specified in eventEntry when the action involved
*           just missed the target involved if condEntry returns a truthy
*           result
*         - condSuffix can be val, switch or script
*         - eventEntry can be event or script
*         - The result of condEntry can be anything as only whether it's
*           truthy matters
*         - If the result of condEntry is falsy, this notetag will be
*           discarded upon such use cases
*         - The result of eventEntry can be anything as it's supposed to run
*           commands instead of returning results
*         - The miss skill/item trigger also applies counter attack, but with
*           the target involved being that being hit by the counter attack
*         - The miss skill/item trigger also applies to magic reflection, but
*           with the target involved being the action execution subject
*           instead
*         - (Advanced)The this pointer of the script suffix is the target
*           involved
*         - E.g.:
*           <skill item triggers miss switch event: 1, 2> will reserve the
*           common event with id 2 when the action involved just missed the
*           target if the game switch with id 1 is on
*      2. eva condSuffix eventSuffix: condEntry, eventEntry
*         - Triggers what specified in eventEntry when the action involved is
*           just evaded by the target involved if condEntry returns a truthy
*           result
*         - condSuffix can be val, switch or script
*         - eventEntry can be event or script
*         - The result of condEntry can be anything as only whether it's
*           truthy matters
*         - If the result of condEntry is falsy, this notetag will be
*           discarded upon such use cases
*         - The result of eventEntry can be anything as it's supposed to run
*           commands instead of returning results
*         - The eva skill/item trigger also applies counter attack, but with
*           the target involved being that being hit by the counter attack
*         - The eva skill/item trigger also applies to magic reflection, but
*           with the target involved being the action execution subject
*         - (Advanced)The this pointer of the script suffix is the target
*           involved
*         - E.g.:
*           <skill item triggers eva val script: true, 3> will always run the
*           JavaScript codes stored as a string in variable with id 3 when
*           the action involved is just evaded by the target involved
*      3. cnt condSuffix eventSuffix: condEntry, eventEntry
*         - Triggers what specified in eventEntry when the action involved is
*           just countered by the attack of the target involved if condEntry
*           returns a truthy result
*         - condSuffix can be val, switch or script
*         - eventEntry can be event or script
*         - The result of condEntry can be anything as only whether it's
*           truthy matters
*         - If the result of condEntry is falsy, this notetag will be
*           discarded upon such use cases
*         - The result of eventEntry can be anything as it's supposed to run
*           commands instead of returning results
*         - (Advanced)The this pointer of the script suffix is the target
*           involved
*         - E.g.:
*           <skill item triggers cnt switch event: 1, 2> will reserve the
*           common event with id 2 when the action involved is just countered
*           by the attack of the target involved if the game switch with id 1
*           is on
*      4. mrf condSuffix eventSuffix: condEntry, eventEntry
*         - Triggers what specified in eventEntry when the action involved is
*           just reflected by the target involved if condEntry returns a
*           truthy result
*         - condSuffix can be val, switch or script
*         - eventEntry can be event or script
*         - The result of condEntry can be anything as only whether it's
*           truthy matters
*         - If the result of condEntry is falsy, this notetag will be
*           discarded upon such use cases
*         - The result of eventEntry can be anything as it's supposed to run
*           commands instead of returning results
*         - (Advanced)The this pointer of the script suffix is the target
*           involved
*         - E.g.:
*           <skill item triggers mrf val script: true, 3> will always run the
*           JavaScript codes stored as a string in variable with id 3 when
*           the action involved is just reflected by the target involved
*      5. cri condSuffix eventSuffix: condEntry, eventEntry
*         - Triggers what specified in eventEntry when the action involved
*           just critically hit the target involved if condEntry returns a
*           truthy result
*         - condSuffix can be val, switch or script
*         - eventEntry can be event or script
*         - The result of condEntry can be anything as only whether it's
*           truthy matters
*         - If the result of condEntry is falsy, this notetag will be
*           discarded upon such use cases
*         - The result of eventEntry can be anything as it's supposed to run
*           commands instead of returning results
*         - The cri skill/item trigger also applies counter attack, but with
*           the target involved being that being hit by the counter attack
*         - The cri skill/item trigger also applies to magic reflection, but
*           with the target involved being the action execution subject
*         - (Advanced)The this pointer of the script suffix is the target
*           involved
*         - E.g.:
*           <skill item triggers cri switch event: 1, 2> will reserve the
*           common event with id 2 when the action involved just critically
*           hit the target involved if the game switch with id 1 is on
*      6. norm condSuffix eventSuffix: condEntry, eventEntry
*         - Triggers what specified in eventEntry when the action involved is
*           just executed normally on the target involved if condEntry
*           returns a truthy result
*         - condSuffix can be val, switch or script
*         - eventEntry can be event or script
*         - The result of condEntry can be anything as only whether it's
*           truthy matters
*         - If the result of condEntry is falsy, this notetag will be
*           discarded upon such use cases
*         - The result of eventEntry can be anything as it's supposed to run
*           commands instead of returning results
*         - The norm skill/item trigger also applies counter attack, but with
*           the target involved being that being hit by the counter attack
*         - The norm skill/item trigger also applies to magic reflection, but
*           with the target involved being the action execution subject
*         - (Advanced)The this pointer of the script suffix is the target
*           involved
*         - E.g.:
*           <skill item triggers norm val script: true, 3> will always run
*           the JavaScript codes stored as a string in variable with id 3
*           when the action involved is just executed normally on the target
*           involved
*      7. substitute condSuffix eventSuffix: condEntry, eventEntry
*         - Triggers what specified in eventEntry when the action involved
*           just hit the substitute instead of the original target involved
*           if condEntry returns a truthy result
*         - condSuffix can be val, switch or script
*         - eventEntry can be event or script
*         - The result of condEntry can be anything as only whether it's
*           truthy matters
*         - If the result of condEntry is falsy, this notetag will be
*           discarded upon such use cases
*         - The result of eventEntry can be anything as it's supposed to run
*           commands instead of returning results
*         - (Advanced)The this pointer of the script suffix is the substitute
*           target involved but not the original target involved
*         - E.g.:
*           <skill item triggers substitute switch event: 1, 2> will reserve
*           the common event with id 2 when the action involved just hit the
*           substitute instead of the original target involved if the game
*           switch with id 1 is on
*      8. pre condSuffix eventSuffix: condEntry, eventEntry
*         - Triggers what specified in eventEntry right before starting to
*           execute the action involved if condEntry returns a truthy
*           result
*         - condSuffix can be val, switch or script
*         - eventEntry can be event or script
*         - The result of condEntry can be anything as only whether it's
*           truthy matters
*         - If the result of condEntry is falsy, this notetag will be
*           discarded upon such use cases
*         - The result of eventEntry can be anything as it's supposed to run
*           commands instead of returning results
*         - (Advanced)The this pointer of the script suffix is the action
*           execution subject involved
*         - E.g.:
*           <skill item triggers pre switch event: 1, 2> will reserve the
*           common event with id 2 before starting to execute the action
*           involved if the game switch with id 1 is on
*      9. post condSuffix eventSuffix: condEntry, eventEntry
*         - Triggers what specified in eventEntry right after finished
*           executing the action involved if condEntry returns a truthy
*           result
*         - condSuffix can be val, switch or script
*         - eventEntry can be event or script
*         - The result of condEntry can be anything as only whether it's
*           truthy matters
*         - If the result of condEntry is falsy, this notetag will be
*           discarded upon such use cases
*         - The result of eventEntry can be anything as it's supposed to run
*           commands instead of returning results
*         - (Advanced)The this pointer of the script suffix is the action
*           execution subject involved
*         - E.g.:
*           <skill item triggers post val script: true, 3> will always run
*           the JavaScript codes stored as a string in variable with id 3
*           right after finished executing the action involved

Code:
*    # Parameter manipulations
*      1. $gameSystem.setStateTriggersParam(param, val)
*         - Sets the fully parsed value of the parameter param as val
*         - param must be the name of a valid parameter of this plugin
*         - val must be a valid new fully parsed value of the parameter param
*         - Such parameter value changes will be saved
*         - E.g.:
*           $gameSystem.setStateTriggersParam("addNotetagDataTypePriorities", [
*               "thisState"
*           ]) sets the fully parsed value of the parameter
*           addNotetagDataTypePriorities as ["thisState"]
*      2. $gameSystem.stateTriggersParam(param)
*         - Returns the fully parsed value of the parameter param
*         - param must be the name of a valid parameter of this plugin
*         - E.g.:
*           $gameSystem.setStateTriggersParam("removeNotetagDataTypePriorities")
*           returns the fully parsed value of the parameter
*           removeNotetagDataTypePriorities, which should be
*           ["thisState"] if it uses its default parameter value

Code:
* @command setSkillItemTriggersParam
* @desc Applies script call $gameSystem.setSkillItemTriggersParam(param, val)
* @arg param
* @desc The name of a valid parameter of this plugin
* @arg val
* @desc A valid new fully parsed value of the parameter param

Plugins:
1. DoubleX RMMZ Enhanced Codebase
Abilities:
1. Some RMMV plugin development proficiency
(Basic knowledge on what RMMV plugin development does in general with several easy, simple and small plugins written without nontrivial bugs up to 1000 LoC scale but still being inexperienced)

Code:
*      1. Commercial use's always allowed and crediting me's always optional.
*      2. You shall keep this plugin's Plugin Info part's contents intact.
*      3. You shalln't claim that this plugin's written by anyone other than
*         DoubleX or my aliases. I always reserve the right to deny you from
*         using any of my plugins anymore if you've violated this.
*      4. If you repost this plugin directly(rather than just linking back),
*         you shall inform me of these direct repostings. I always reserve
*         the right to request you to edit those direct repostings.
*      5. CC BY 4.0, except those conflicting with any of the above, applies
*         to this plugin, unless you've my permissions not needing follow so.
*      6. I always reserve the right to deny you from using this plugin
*         anymore if you've violated any of the above.

Code:
*      Authors:
*      1. DoubleX
*      Plugin Development Collaborators:
*      - None So Far
*      Bug Reporters:
*      - None So Far
*      Compatibility Issue Raisers:
*      - None So Far
*      Feature Requesters:
*      - None So Far

Code:
 *      { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0300):
 *      1. You no longer have to edit the value of
 *         DoubleX_RMMZ.Skill_Item_Triggers.PLUGIN_NAME when changing this
 *         plugin file name
*      { codebase: "1.0.0", plugin: "v1.00a" }(2020 Aug 30 GMT 0900):
*      1. 1st version of this plugin finished

Download Link
Demo Link
 
Last edited:

LucasRiot

HUMANELFO
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Portuguese
Primarily Uses
N/A
Is there a way to trigger a skill notetag after learn it? I mean, I want to make a passive skill which increases MHP for example, and after learned, it erases automatically using these codes:
user._paramPlus[0] += 200;
user.forgetSkill(skillId);
user.refresh();
 

DoubleX

Just a nameless weakling
Veteran
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Is there a way to trigger a skill notetag after learn it? I mean, I want to make a passive skill which increases MHP for example, and after learned, it erases automatically using these codes:
user._paramPlus[0] += 200;
user.forgetSkill(skillId);
user.refresh();
It's currently completely outside the scope of this plugin, and I think it's better for me to make another plugin handling learnt skills if I'm to implement this feature, so unfortunately, right now there's no way to fulfill your request via this plugin.
However, you can try this snippet(place it above all plugins):
JavaScript:
const learnSkill = Game_Actor.prototype.learnSkill;
Game_Actor.prototype.learnSkill = function(skillId) {
    learnSkill.apply(this, arguments);
    if (skillId !== x) return;
    this.forgetSkill(skillId);
    this.addParam(0, 200);
};
Where x is the id of the skill that would have the notetag :)
 

LucasRiot

HUMANELFO
Veteran
Joined
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Messages
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Portuguese
Primarily Uses
N/A
It's currently completely outside the scope of this plugin, and I think it's better for me to make another plugin handling learnt skills if I'm to implement this feature, so unfortunately, right now there's no way to fulfill your request via this plugin.
However, you can try this snippet(place it above all plugins):
JavaScript:
const learnSkill = Game_Actor.prototype.learnSkill;
Game_Actor.prototype.learnSkill = function(skillId) {
    learnSkill.apply(this, arguments);
    if (skillId !== x) return;
    this.forgetSkill(skillId);
    this.addParam(0, 200);
};
Where x is the id of the skill that would have the notetag :)
]
WOWWWW IT WORKED!!! THANK YOU SO MUCH!! S2
:ptea:

EDIT: I tried to add a second skill but it didn't worked for the first one only for the second, I think there are some symbols that I didn't type

JavaScript:
const learnSkill = Game_Actor.prototype.learnSkill;
Game_Actor.prototype.learnSkill = function(skillId) {
    learnSkill.apply(this, arguments);
    if (skillId !== 4) return;
    this.forgetSkill(skillId);
    this.addParam(0, 200);
};
Game_Actor.prototype.learnSkill = function(skillId) {
    learnSkill.apply(this, arguments);
    if (skillId !== 5) return;
    this.forgetSkill(skillId);
    this.addParam(1, 100);
};
 
Last edited:

DoubleX

Just a nameless weakling
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Messages
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Chinese
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EDIT: I tried to add a second skill but it didn't worked for the first one only for the second, I think there are some symbols that I didn't type
JavaScript:
const learnSkill = Game_Actor.prototype.learnSkill;
Game_Actor.prototype.learnSkill = function(skillId) {
    learnSkill.apply(this, arguments);
    if (skillId !== 4) return;
    this.forgetSkill(skillId);
    this.addParam(0, 200);
};
Game_Actor.prototype.learnSkill = function(skillId) {
    learnSkill.apply(this, arguments);
    if (skillId !== 5) return;
    this.forgetSkill(skillId);
    this.addParam(1, 100);
};
You should do this instead:
JavaScript:
const learnSkill = Game_Actor.prototype.learnSkill;
Game_Actor.prototype.learnSkill = function(skillId) {
    learnSkill.apply(this, arguments);
    if (skillId === 4) {
        this.forgetSkill(skillId);
        this.addParam(0, 200);
    } else if (skillId === 5) {
        this.forgetSkill(skillId);
        this.addParam(1, 100);
    }
};
 

DoubleX

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Code:
 *      { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0300):
 *      1. You no longer have to edit the value of
 *         DoubleX_RMMZ.Skill_Item_Triggers.PLUGIN_NAME when changing this
 *         plugin file name
 

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