How to duplicate a plugin to use it twice at the same time?

ain

Villager
Member
Joined
Mar 11, 2016
Messages
14
Reaction score
11
First Language
english
Primarily Uses
I am using RPG Maker MV


Hello, I am wondering if there is a way to duplicate a plugin. The plugins I am wondering about are Yanfly's Job Points plugin & his SkillLearnSystem plugin. 


I wish to make it so I have two of Yanfly's Job Points plugin running at the same time. One for Feats & the other for skills, then have Two SkillLearnSystem plugins running, one for feats the other for skills.


Any ideas?
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,108
Reaction score
13,713
First Language
English
Primarily Uses
RMMV
I've moved this thread to JS Plugin Support. Please be sure to post your threads in the correct forum next time. Thank you.
 
  • Like
Reactions: ain

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,431
Reaction score
7,712
First Language
German
Primarily Uses
RMMV
It doesn't work this way - program code cannot be simply duplicated to create the effect twice, you need to rewrite it.


And for a rewrite, you didn't give enough information - that needs more details of what you want the result to do, exactly because it's not a simple copy that is needed here.


Can you please describe the game mechanic you want instead of naming plugins you planned to use for that?


And to determine if a modification (instead of a complete rewrite) is enough, links to the scripts would be helpful as well.
 
  • Like
Reactions: ain

ain

Villager
Member
Joined
Mar 11, 2016
Messages
14
Reaction score
11
First Language
english
Primarily Uses
It doesn't work this way - program code cannot be simply duplicated to create the effect twice, you need to rewrite it.


And for a rewrite, you didn't give enough information - that needs more details of what you want the result to do, exactly because it's not a simple copy that is needed here.


Can you please describe the game mechanic you want instead of naming plugins you planned to use for that?


And to determine if a modification (instead of a complete rewrite) is enough, links to the scripts would be helpful as well.


Job Points Plugin: http://yanfly.moe/2015/11/13/yep-27-job-points/


Skill Learn Plugin: http://yanfly.moe/2015/11/14/yep-28-skill-learn-system/


Let me explain what I plan on doing in more detail: 


The Job Points plugin is being used in unison with the Skill Learn plugin to allow the player to unlock a new skill every time they level up. 


Once Player A gains a level they gain one Job Point, the "Skill Learn" menu is then opened and the player chooses a new skill to learn using up their job point. 





I want to add another Jobs Points plugin and Skill Learn plugin which will make it so that when a player levels up not only will they gain the one job point they will also gain a Feat Point. Which can be spent in a separate menu from the first "Skill learn" menu to learn a feat and spend a feat point. (You can change the name of job point, to whatever you want the currency to be)


-------------


Does this explain the mechanic I am hoping to achieve well enough? 
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,431
Reaction score
7,712
First Language
German
Primarily Uses
RMMV
Almost - it depends on what you call feats. How do you want to implement that, because "feats" do not exist in the game by default (skills exist, and traits, but nothing called feats).


If you're talking about the traits of an actor, then you'll need an entirely different plugin as the game considers the traits constant by default and you'll need a dynamic traits plugin to even be able to change that.


If you're talking about some bonuses that don't even exist in the game yet and need to be implemented first, then that will require a description on how you want to implement those feats - you might want to look at so-called common event shop plugins.
 

The MM

Villager
Member
Joined
Feb 28, 2016
Messages
21
Reaction score
4
First Language
French
Primarily Uses
I really think this guy just wants two separate job points systems and that's it; correct me if I'm wrong. The "feat" name is just confusing the lot of us though.


But duplicating the plugin does not work, as since the two different iterations of the plugin use the same method and variable names, overlap and conflict are bound to occur.
 

clark

Villager
Member
Joined
Feb 23, 2016
Messages
22
Reaction score
10
First Language
english
Primarily Uses
it can be done, actually... however, you don't need to duplicate it anyway. I actually built a similiar system already, i used bobstahs extra stats to define my 'jp' and 'fp' as stats, and lunatic mode in skill learn to make skills cost the stats... and aliased level up to add one to each of these stats upon level.


the lunatic mode notetag would be like this:


<Learn Require Eval>


value = user.customStats.FP >= 1;


</Learn Require Eval>


<Learn Cost Eval>


user.customStats.FP.modifier -= 1;


</Learn Cost Eval>


this would make it require at least one FP, then subtract 1 FP once learned.


i dont have access to my files right now, but i just edited my gainLevel or something like that to have actor.customStats.FP.modifier += 1; in it.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,038
Messages
1,018,466
Members
137,821
Latest member
Capterson
Top