ICF-Soft

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ICF-Soft Skill Core - Version 1.00
by ICF-Soft​


Introduction

This plugin allows to give skill costs, conditions and skill variations.


Features
  • Custom skill conditions.
  • Custom skill costs.
  • Skill variations.

How to Use

It needs ICF-Soft Main Utility to work.

Like other plugins it works with notetags.
There are current skill notetags:
Code:
<hp cost value value%>
<mp cost value value%>
<tp cost value value%>
- Add skill costs. You can give a fixed cost, a percentage cost or both.
Code:
<cparam cost value value%>
- Add skill cparam cost. You can use the name of cparam.

To give skill conditions you can use these notetags:

<custom conditions>
</custom conditions>

You can use these commands inside tags.
Code:
hp [=|!=|>|>=|<|<=] value [percent]
mp [=|!=|>|>=|<|<=] value [percent]
tp [=|!=|>|>=|<|<=] value [percent]
cparam [=|!=|>|>=|<|<=] value [percent]
- Add hp, mp, tp and cparam value requisites. It can be equal, not equal greater than, greater or equal, lower and lower or equal a value. By placing the word 'percent' or a percent symbol it can be a percentage.
Code:
switch n [on|off]
- Add switch condition to be on or off.
Code:
variable n [=|!=|>|>=|<|<=] value
- Add variable condition that can be equal, not equal greater than, greater or equal, lower and lower or equal a value.
Code:
js code
- Add a custom javascript condition.


To give skill variations you can use these notetags:

<skill variation name>
</skill variation>

Name is used to determine what variation is used. You can give same variation names to different skills.

You can use these commands inside tags:
Code:
hp cost x y%
mp cost x y%
tp cost x y%
cparam cost x y%
- Changes the cost of a skill.
Code:
hp [damage|recover|drain]
mp [damage|recover|drain]
cparam [damage|recover|drain]
- Changes damage type.
Code:
icon x
- Changes icon.
Code:
elements elm elm elm
elements override elm elm elm
- Adds damage elements to skill. By using 'override' the standard damage elements that a skill has will be overriden.
Code:
name name
- Changes skill name.
Code:
evalformula javascriptcode
- Changes eval formula.
Code:
effects x x x x
- Add subeffect sets taken from main utility notation. You can add multiple sets. Refer to main utility readme file.

There are also notetags for actors, classes and enemies:
Code:
<skill variation names name name name name>
- Adds variation names to be used. The order when picking a variation name is from left to right, first for actor/enemy, then for it's class. It can work with plugins that give classes to enemies.

All info you'll need can be found inside help section.


Download

You can downolad from mediafire: Version 1.00.
You can find blog entry and check for updates here.


Terms of use
  • Free for commercial and non-commercial games.
  • If commercial, a free copy of your game whould be fine.
  • Credit to ICF-Soft.
  • Do not repost without permision.

Credit and Thanks
  • ICF-Soft
 

zelanius

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@ICF-Soft , I recently found an incompatibility between your plugin and YEP's. This happened on the Skill Mastery Level and Skill Core plugins. The problem is that, if I were to put this plugin above the Skill Core, Skill Core's notetags work fine, but the Skill Mastery Level stops working, but if I put this under, the opposite is true.
 

Destra47

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Maybe I'm doing something wrong. But when I put different cparam costs in a skill variation it still uses the normal cparam cost for the skill.
I've put "name test" in the skill variation before and it is correct. So it is switching to that variation. But it doesn't seem to be applying the correct cparam cost.
1611623368382.png

EDIT: I tried adding an HP cost as a test. It doesn't minus HP, either. Seems like no costs in the variation are triggering?

EDIT 2: Disabling YEP's skill core makes the HP cost trigger, but the cparam still doesn't trigger.
I notice it does -2 from the cparam, but if I don't have 4 I can't cast it. So it's registering the required cost, but it doesn't appear to be decreasing the cparam correctly.
 
Last edited:

Destra47

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Okay, I fixed it! I noticed there was a method "skillCParamCost" that correctly adjusts the value for variations, but it's never actually called. So I changed this line:
this._CParamValues[skill.cparamCost[0]] -= skill.cparamCost[1] + Math.floor(this.CParam(skill.cparamCost[0]) * skill.cparamCost[2]);
to this:
this._CParamValues[skill.cparamCost[0]] -= this.skillCParamCost(skill, skill.cparamCost[0]) + Math.floor(this.CParam(skill.cparamCost[0]) * skill.cparamCost[2]);

This seems to have fixed it so it applies the cost normally and also applies any variation costs if they're declared.
 

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