@Luckysince97 Hmmm....
Perhaps if I break down each line, it will help you understand what I did and why.
So....
if(actor.level <= 10) actor._paramPlus[0] += 50; This checks if the actor's level is below or equal to 10 and if so, raises param[0] (hp from here on) by 50.
if(actor.level > 10) actor._paramPlus[0] += 450; This checks if the actor's lever is above 10 and if so, raises hp by 450.
if(!actor.hpLevel)actor.hpLevel=0; This line checks to see if the hidden counter "hpLevel" exist on the actor and if not, creates it and sets it to 0. This counter exists ONLY to keep track of the number of times this specific actor raised thier hp with this skill.
actor.hpLevel++; This line raises the above counter by 1. (you could also do
actor.hpLevel += 1; )
if(actor.hpLevel!=100) actor.forgetSkill(301) Finally, this line checks to see if the hpLevel has reached 100, and if not, forgets the skill 301 so it can be learned again. This serves as a hard stop for using this skill to raise hp.
So basically, this is a system to raise stats as well as limit how many times the actor can reuse this skill.
I am personally using this method (minus the level checks) in my game and I needed a hard stop so that the stats cannot be pushed too far.
As a plugin maker, I cannot tell you how to make your game, but I don't think the level checking way is a good one as is. If it were me, I'd just refrain from using it until I was level 10 then spam it as much as I could for the increased gains (assuming I figured out how it worked). It would make the game harder, true, but from a player perspective, I think it would only serve to frustrate them.
So I'd ask you to think carefully about what you'd like the stat boosts to do and when and then figure out how you'd like this system to help you accomplish it.
Feel free to ask if you need any more help.
~Mal