Twitch

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I have been browsing lots of different plugins and I was wondering if it was possible to recreate FFRK's skill system.

1) Skills have a set number of uses in battle, instead of using MP
2) Each class can only use certain types of skills (Black Mage can only use Black Magic, White Mage can only use White Magic, Red Mage can use both)
3) Some classes can use more powerful skills than others (White Mage can use 3* White Magic, Cleric can use 5* White Magic)
4) Skills are created from obtained items (Cure needs 2 white orbs to create)
5) Skills can be upgraded to have more uses
6) Created skills go into a "pool" so that any party member that can use the skill may equip it

I know how to do 1) with Yanfly plugins, but I am unsure how to do the rest. Thank you in advance!
 

Starsinger

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Okay, sticking with Yanfly plugins, to do this you could use: YEP.10 Equip Core, YEP.53 Shop Menu Core, YEP.56 Limited Skill Uses, YEP.60 More Currencies, and YEP.75 Equip Requirements.

So what you would want to do is create X (assuming 5) versions of each skill (frustrating, but copy and paste will be your friend here). And the only difference is each rank has more uses from Limited Skill Uses, Cure 1 would have 4 uses (assuming a direct translation of FFRK here), Cure 2 would have 6 uses, Cure 3 would have 8 uses, Cure 4 would have 10 uses, and Cure 5 would have 12 uses.

Then you would give each character/class 2 (more if you aren't directly translating FFRK's skill system) "Ability" equip slots with Equip Core. In the database create 5 armor type items of the Ability slot type per skill. All these items do is add the equivalent ability via trait to the character. So Cure 1 (armor) adds the Cure 1 (skill) to the character equipping them. Using Equip Requirements you can set which classes are allowed to equip each armor. So you could designate which skills are for Black Mages, which are for Red Mages, etc.

Using the Shop Menu Core and More Currencies, you would create a shop (ideally via common event so you can call it with a menu command, using Yanfly's Menu Manager if you wanted it in the menu OR just for ease of merchants) and have the items cost what you want them to cost in orbs (set up Orbs as more currencies, or you can just have Orbs be items you pick up, your call) and anything else you want them to cost (Gil, Crystals like the 6* abilities from Nightmare Dungeons). For a skill of r2 or higher, you also want to make it sure it costs the same skill at a lower rank. So to purchase Cure 2, you would set it up to cost a Cure 1, along with the orb and possibly other costs.

I'm sure there are other ways of doing this too... But that should definitely achieve the results you want.
 

Twitch

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@Starsinger thank you, I actually follow and understand all of that. That is most helpful, thank you!
 

Starsinger

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@Twitch You're welcome! I was a little worried that I wasn't super coherent with it, but I'm glad you followed it and that I could help!
 

Starsinger

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Right, the shared pool aspect is why it ultimately would work better as equips.
 

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I deeply apologize for hijack in but... it's not really in this case since i don't have any issue of this... at moment. =P
I have followed the same dream as yours, Twitch. xD
I was already planning to do same thing as you are, only except to make a real "original FF" game (the story plot and walk around over world / dungeons instead just complete all quest-dungeons as original FFRK does). =P
Hope we would able to team up together someday to speed it up as well as to discuss each other over plugins and codes (not me, not great at javascript or Yanfly's Lunatic ones... I really mean to MAKE skills each to match as FFRK's (re-balance it may be required due to the difference of gameplay, like no Legend Spheres be available)). =)
Sorry, I never get started to get used with battle-animations, so... i am so sorry but count me out temporary for this job-role. =(

About the skill-learn part, sadly it's true enough... But you are not really going to put "daily dungeon" in your project, are you? It's better to give players the permanent-available places to grind TONS of orbs and increase the number of stock to drop, so this way it would save everyone a lot of troubles to get heroes learn the same skill in less time.
 

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@Jachan I appreciate the feedback. The idea is that it would function the same as a "normal" RPG without the daily dungeons, events, etc. I just like the FFRK skill and combat system because it works well for a mobile game. If I can get it to work each character would have Attack, Guard, Abilities, and Limit Burst commands/options. The Abilities option would go to the 4 Abilities that are "equipped" to the character, and Limit Burst would go to a similar menu. Just like FFRK the LBs available are dependent on if the character's gear has any, and each character would have one default LB that is always available.
 

Jachan

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Abilities option would go to the 4 abilities that are equipped?
I salute you that because that's what i realllllllly want, not just two abilities! xD

Ahem...
Yeah, I got a help on different project, which you can use "Add Skill Type" or "Add Skill" (this one should be the best-preferable) either in weapon or armor's trait, which will be Limit Break for anybody... But it would sound like "Shared"-version... But if we would find a way to limit the "shared" into "Only available to (name here)"... Oh well.

Yeah, I have same dream to make a normal RPG, instead the mobile-version FFRK, so I do get you. =) Just that it won't work if you don't give the orbs be easier-chance dropped (and orb exchange).
 

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