Perks

Discussion in 'JS Plugin Releases (RMMV)' started by Mr. Trivel, Nov 30, 2015.

  1. Mr. Trivel

    Mr. Trivel Glasses Veteran

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    Name: Perks


    Version: 1.0


    Author: Mr. Trivel


    Created: 2015-11-28


     


    What does it do?


    It's a perk system. Actors get perk points on specific levels when leveling up or on every level up.


    Perk points can be spent in Perks Scene which can be accessed from menu.


     


    Screenshots:


    [​IMG]


     

    Spoiler



    [​IMG]


     

     


    How to use?


    Plugin Commands:


    AddPerkPoints [POINTS] [ACTOR_ID] - Adds perk points to actor via plugin call. E.g. AddPerkPoints 999 5


    ChangePerksCommand [TRUE/FALSE] - Changes whether Perks command locked or unlocked in menu.


     


    How to create perks:


    Place following data to Actor note field:



    Code:
    <perk>
    <name: [PERKNAME]>
    <requirements>
    level: [LEVEL]
    atk: [ATK]
    def: [DEF]
    matk: [MATK]
    mdef: [MDEF]
    agi: [AGI]
    luk: [LUK]
    perk: [NAME]
    switch: [ID] [ON/OFF]
    variable: [ID] [> >= < <= == !=] [VALUE]
    </requirements>
    <rewards>
    state: [ID]
    </rewards>
    <description>
    [TEXT]
    </description>
    </perk>



    It just looks like a lot. Unnecessary requirements can be omitted.


    <perk> - Start of the perk data.


    </perk> - End of the perk data.


    <name: [PERKNAME]> - Name of the perk. E.g. <name: Destroyer of Glasses>


    <requirements> - Start of requirements for perk data.


    atk/def/matk/mdef/agi/luk - stats required


    level - level required


    switch - is switch with ID ON or OFF


    variable - how is variable of ID compared to VALUE (> - more than, >= more than or equal to, < less than, <= - less than or equal to, == - equal to, != - not equal to)


    </requirements> - End of requirements for perk data.


    <rewards> - Start of rewards data


    state: [ID] - when perk is unlocked player gains permanent traits from the state of ID


    </rewards> - Ends of rewards data


    <description> - Description begins here


    TEXT - can be multiline, can be in single line. Does text wrapping automatically.


    </description> - Description ends


     


    Examples of perks:


    Code:
    
    <perk>
    <name: Glasses Apprentice>
    <requirements>
    matk: 2
    </requirements>
    <rewards>
    state: 11
    commonEvent: 4
    </rewards>
    <description>
    Glasses.
    </description>
    </perk>
    
    <perk>
    <name: Glasses Master>
    <requirements>
    level: 10
    atk: 5
    def: 5
    matk: 5
    mdef: 5
    agi: 5
    luk: 5
    perk: Glasses Apprentice
    switch: 77 ON
    variable: 77 < 76
    </requirements>
    <rewards>
    state: 11
    commonEvent: 4
    </rewards>
    <description>
    Glasses Mastery.
    Enough said.
    </description>
    </perk>
    
    <perk>
    <name: Mana Circulation>
    <requirements>
    matk: 2
    </requirements>
    <rewards>
    state: 11
    </rewards>
    <description>
    You have amazing ability to circulate mana around you. Gaining increase mana regeneration and mana compatibility. The spirits you summon deal more damage.
    </description>
    </perk>
    
    <perk>
    <name: Fire Spiritism>
    <requirements>
    matk: 5
    luk: 2
    </requirements>
    <rewards>
    state: 11
    </rewards>
    <description>
    Fire spirits you summon like you more. You like them more, too.
    Such a nice person.
    </description>
    </perk>
    
    <perk>
    <name: Mana Builder>
    <requirements>
    atk: 5
    matk: 7
    </requirements>
    <rewards>
    state: 11
    </rewards>
    <description>
    Some people build things out of wordly materials. You.. you build things out of non wordly materials.
    </description>
    </perk>
    
    <perk>
    <name: Mana Master>
    <requirements>
    level: 25
    matk: 15
    perk: Mana Builder
    </requirements>
    <rewards>
    state: 11
    </rewards>
    <description>
    You are a master of mana. Mana is you. You is mana.
    </description>
    </perk>


     


    Plugin: <Link: Github>


    How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As.


     


    Terms of Use:


    Don't remove the header or claim that you wrote this plugin.


    Credit Mr. Trivel if using this plugin in your project.


    Free for non-commercial projects.


    For commercial use contact Mr. Trivel.
     
    Last edited by a moderator: Feb 15, 2016
    #1
  2. Fernyfer775

    Fernyfer775 Veteran Veteran

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    Ohhhhh...this looks fancy. When you unlock a perk, is it a permanent boost and do they all stack, or do you unlock them and choose which one you can equip at a time?
     
    #2
  3. Mr. Trivel

    Mr. Trivel Glasses Veteran

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    @Fernyfer775,

    It's a permanent boost so all of them stack.
     
    #3
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  4. Otakuhn

    Otakuhn Veteran Veteran

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    Perk Images would be a nice feature
     
    #4
  5. gokuby

    gokuby Veteran Veteran

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    Nice, I like it, have tried to do this with "Auto States" and "Skill Learn", but it got a little messy, so I really appreciate this one.

    Also, the layout looks smooth.

    Seems like you need to place it above everything else, which adds new tabs to the menue, since they dissappear otherwise, but there's no problem with that ;)

    Would have a request tho, maybe adding different costs?

    Perk X costs 1 perk point and perk Y costs 3 perk points.
     
    #5
  6. Angius

    Angius Villager Member

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    It looks like quite a lot to be placed in actors' notes field... WOuldn't it be better to read those perks from, say, XML files? For example harold.xml listing all perks for Harold, katie.xml listing perks for Katie, and so on, and so forth?
     
    #6
  7. gamerxp

    gamerxp Villager Member

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    Pretty nice system. Few suggestions though:

    - I also think it will be better to move it somewhere from notetags if possible. As far as making a small utility to generate those XMLs or somehow using states/skills themselves to privode info about perks - so actor will just have to specify which perks to use by ids, and all info will be read from perks themselves.

    - A way to open perk learn window not from menu, but from events?

    - A way to hide perks you can't learn yet?

    - A way to manually learn a perk by plugin command?
     
    #7
  8. InBlast

    InBlast The Mad Hamster Veteran

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    Hi !  This plugin seems nice !

    Could you add a way to activate a perk from events ? 

    Also, a way to hide the access to the perk menu would be nice.

    In fact, your plugin is nearly what i was searching for, i i would like to use a talent tree. I already made it, so if your perks could be activated by events, it would be really nice !
     
    #8
  9. Mega Man Volnutt

    Mega Man Volnutt Mega Man Volnutt Veteran

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    Ooooooh. Very Fallout like. I'll try this out.
     
    #9
  10. Mattchaby

    Mattchaby Villager Member

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    Hello nice one!

    Is there a way to check in events if a character has learned a specific perk?

    For example there would be a perk allowing to get more money when looting a body or a chest so the code needs to check if the player has learned the "Gold Digger" perk. 

    Thanks!
     
    #10
  11. -YS-

    -YS- Veteran Veteran

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    Hi, I see you include common event at the reward section. The question is that possible to add the bonus stats via commont event? Like change variable value. What the funcion of common event reward? Sorry I ask this because I'm curious you not listed common event at the help page.
     
    #11
  12. HasdrubalBarca

    HasdrubalBarca Veteran Veteran

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    Hello, this is a nice plugin. Just having problems with it. For example I add levels through events and it doesn't add any perk points to the character. I have set it at 0 for points per level. I also tried adding points with script as said in the help file and I get an error. Lastly, I tried to add to make common events work, I added a dialogue to test it, and it doesn't fire. Any help?
     
    #12
  13. rambojeezus

    rambojeezus Warper Member

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    Hey, thanks for the plugin. I'm not sure if you still support this plugin, but I've noticed a strange bug. If you have a state that adds a skill, and you have an event that checks for that skill in a conditional branch, it acts like the skill hasn't been taught. It's quite odd, but not too big of a deal. If anyone else comes across this problem, a potential solution is to have the state add a skill that teaches the skill you need. Thought you might want to be aware of this in case you decide to update.
     
    #13
  14. Tribaleyes

    Tribaleyes Villager Member

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    How do I put this in Yanfly Menu Manager?


    Name: "Perks"


    Symbol: perks


    Show: true


    Enabled: $gameSwitches.value(200)
    Main Bind: this.commandPersonal.bind(this)
    Actor Bind: SceneManager.push(Scene_Perks)
     
    #14
    masterlobo likes this.
  15. StopWukongTime

    StopWukongTime Warper Member

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    Is it possible to make the perks a choice? Like an offensive monk versus a counter-offensive?
     
    #15
    masterlobo likes this.
  16. Dekay

    Dekay Warper Member

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    I love this plugin. Unfortunately it has stopped awarding perk points on level up for some reason. I created an event to manually add perk points and that works fine.

    I am using a bunch of Yanfly's plugins. I didn't keep track of which one made this plugin stop awarding perk points. I guess I will have to go down the list and try to troubleshoot it.

    Thank you for this plugin. I will report my findings when I get finished testing.
     
    #16
  17. StopWukongTime

    StopWukongTime Warper Member

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    Call me an idiot, but I have no idea where I should be building the perk list. Do I build it inside the plugin, or in the note section of the each individual actor?
     
    #17

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