BlackRaison

Villager
Member
Joined
Apr 4, 2014
Messages
7
Reaction score
16
First Language
English
Primarily Uses
Introduction
Gives each skill a rank and proficiency level that is increased by using that skill.

How to Use
In the note section of the skill add the tags

<Rank:n>

<MaxLevel:m>

n and m being in the range 0-inf

The amount of experience required to level a skill is determined by the current level and it's rank.

To make skills scale with level: Formula text field (Part of Damage) use plevel.

Ex.(10% stronger per proficiency level [Or not, maybe my math is wrong...])

(a.atk * 4 - b.def * 2) * (1 + plevel * 0.1)

If you want to set the "default" skill level of an actor.

When the actor joins your party create and event that runs the plugin command:

SkillProficiencySetLevel actorId skillId skillLevel

Ex. SkillProficiencySetLevel 1 24 20

Script
github
 

Update::11/28
Added Skill Level Initialization.

Update::11/26

Fixed Enemy 0 damage.

License
Free for non-commercial AND commercial uses. 
 
Last edited by a moderator:

SpacemanFive

Meteor Mage
Veteran
Joined
Jun 25, 2013
Messages
207
Reaction score
24
First Language
English
Primarily Uses
RMMZ
Well this was unexpected, but looks really useful. Cool!

Thanks for making it!
 

ArcherBanish

Veteran
Veteran
Joined
Feb 1, 2014
Messages
39
Reaction score
15
First Language
Portuguese
I was just starting to type a script like this myself!

Shame I didnt have time to and you beat me to it.

I do get an error while running it because of YEA_Core if you are interested.

TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.    at TypeError (native)    at Bitmap.gradientFillRect (file:///F:/RPGGames/CodeTest/js/rpg_core.js:781:24)    at Window_SkillList.Window_Base.drawGauge (file:///F:/RPGGames/CodeTest/js/plugins/YEP_CoreEngine.js:1182:19)    at Window_SkillList.drawSkillProficiency (file:///F:/RPGGames/CodeTest/js/plugins/SC_Leveling%20Skills.js:214:14)    at Window_SkillList.drawItem (file:///F:/RPGGames/CodeTest/js/plugins/SC_Leveling%20Skills.js:229:16)    at Window_SkillList.Window_Selectable.drawAllItems (file:///F:/RPGGames/CodeTest/js/rpg_windows.js:1250:18)    at Window_SkillList.refresh (file:///F:/RPGGames/CodeTest/js/rpg_windows.js:2234:10)    at Window_SkillList.setStypeId (file:///F:/RPGGames/CodeTest/js/rpg_windows.js:2146:14)    at Window_SkillType.update (file:///F:/RPGGames/CodeTest/js/rpg_windows.js:2062:27)    at file:///F:/RPGGames/CodeTest/js/rpg_core.js:5734:19rpg_managers.js:1618 SceneManager.catchExceptionrpg_managers.js:1579 SceneManager.updateThe SC_Leveling%20Skills.js is your script I just had mine whose file I just created open so I just jamed into that. It seams however to be a conflict with YEP_CoreEngine I'll look into it but I will still post this here in case anyone is interested. It seams to be caused wtih a problem while YEA_Core is doing the calculations on how much the gauge fills when the gauge is 0 it isnt much of an issue for people not using the script I would assume but ill look into it.
Otherwise good script I do enjoy what you did and I will most likely use it.
 

BlackRaison

Villager
Member
Joined
Apr 4, 2014
Messages
7
Reaction score
16
First Language
English
Primarily Uses
The script is name sensitive.

It has to be BLKR_SkillProficiency.js

OR

You can change the line that says "BlkRaison.Parameters = PluginManager.parameters('BLKR_AdvanceSkills')"

Change 'BLKR_AdvanceSkills'

to the name you saved it as.
 

ArcherBanish

Veteran
Veteran
Joined
Feb 1, 2014
Messages
39
Reaction score
15
First Language
Portuguese
I apologise by my noobish mistake. I kinda ended up forgeting that but I actualy saw my mistake right after that post.

Overall I do find this script interesing cause I kinda spent like a hour looking though it to see how it worked ( learned how to use notetags from it TY) because of the meaning of rank was wierd to me.

Anyway one sugestion I have might be to add a Level note tag to set the starting level of a skill to something other than 0 it won't take long to implement and I feel like it might be an improvement.

Thanks for making the script, I learned a few things from it and I will actualy use it [i'll butcher it a little bit though *takes out meat cleaver*] and it's almost what I was looking for.
 

Vendon

LVL 255
Veteran
Joined
Oct 27, 2015
Messages
103
Reaction score
22
First Language
German, English
Primarily Uses
 

This Plugin is really what an rpg game needs but I do have a problem with it. If the Plugin is turned on the enemys deal 0 dmg.
 

BlackRaison

Villager
Member
Joined
Apr 4, 2014
Messages
7
Reaction score
16
First Language
English
Primarily Uses
Derp.

Completely missed that.

Updated.
 

Vendon

LVL 255
Veteran
Joined
Oct 27, 2015
Messages
103
Reaction score
22
First Language
German, English
Primarily Uses
Thanks it's fixed now :D
 

Hoppy

Veteran
Veteran
Joined
Oct 6, 2015
Messages
325
Reaction score
53
First Language
English
Do you put the tags for rank and max level on actors or classes or could it be either one.
 

ArcherBanish

Veteran
Veteran
Joined
Feb 1, 2014
Messages
39
Reaction score
15
First Language
Portuguese
Do you put the tags for rank and max level on actors or classes or could it be either one.
Neather its on the Skills notebox from what is said on the first post,

(Defining being able to define these tags on an actor or class basis would also be a nice adition again with the level tag it would let you do things like add a character that starts with a certain skill at a certain level Like Minwu from final fantasy II that starts with cure level 8 and what not.)
 

BlackRaison

Villager
Member
Joined
Apr 4, 2014
Messages
7
Reaction score
16
First Language
English
Primarily Uses
Neather its on the Skills notebox from what is said on the first post,

(Defining being able to define these tags on an actor or class basis would also be a nice adition again with the level tag it would let you do things like add a character that starts with a certain skill at a certain level Like Minwu from final fantasy II that starts with cure level 8 and what not.)
Great suggestion.

Just added something similar to that.
 

Ozuma

Villager
Member
Joined
Jun 26, 2013
Messages
19
Reaction score
5
Primarily Uses
It would be perfect if plevel also influence the default likelihood of skill accuracy. Simply perfect! *¬*
 

Vendon

LVL 255
Veteran
Joined
Oct 27, 2015
Messages
103
Reaction score
22
First Language
German, English
Primarily Uses
Hello. Is there a way to make the rank bein visible? Oh and one thing the help box is totally empty so I don't know the codes how to use it.
 

SweetieAshe

RM2k3 Old Guard
Member
Joined
Nov 2, 2015
Messages
11
Reaction score
0
First Language
English
Primarily Uses
I was playing around with this last night and it's actually pretty darn cool... but for some reason, the right side of the exp bar is cut off? 

[IMG]http://i.imgur.com/YwbwBrr.png[/IMG]
I was wondering if this was because of my resolution (just simple 1280x720) or if I've run into a bug or something?
 

Myst Desdemona

The Snark Knight
Veteran
Joined
Nov 18, 2015
Messages
72
Reaction score
15
First Language
English/Swedish
It says level undefined for me on the experience bar. I tried to change the rank but nothing happens either. Any idea what this happens?
 

Solis

Veteran
Veteran
Joined
Oct 24, 2015
Messages
376
Reaction score
84
First Language
English
Anyway you could add your directions into the help file so when I click on it in game, it'll give me the directions? It's hard to memorize everything about note tags and sometimes I need a quick reference...

Other than that, I love this <3!!!

Thanks !
 

CrimsonKirie

Veteran
Veteran
Joined
Apr 14, 2013
Messages
37
Reaction score
1
First Language
English
Primarily Uses
I'm getting an error after using a common event to add an extra spell to a characters repertoire.

The error is: TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite.

    at TypeError (native)

    at Bitmap.gradientFillRect (file:///C:/Users/Nicky/MediaFire/MV%20Project/Witchsstory/js/rpg_core.js:781:24)

    at Window_SkillList.Window_Base.drawGauge (file:///C:/Users/Nicky/MediaFire/MV%20Project/Witchsstory/js/plugins/YEP_CoreEngine.js:1076:19)

    at Window_SkillList.drawSkillProficiency (file:///C:/Users/Nicky/MediaFire/MV%20Project/Witchsstory/js/plugins/BLKR_SkillProficiency.js:210:14)

    at Window_SkillList.drawItem (file:///C:/Users/Nicky/MediaFire/MV%20Project/Witchsstory/js/plugins/BLKR_SkillProficiency.js:225:16)

    at Window_SkillList.Window_Selectable.drawAllItems (file:///C:/Users/Nicky/MediaFire/MV%20Project/Witchsstory/js/rpg_windows.js:1250:18)

    at Window_SkillList.refresh (file:///C:/Users/Nicky/MediaFire/MV%20Project/Witchsstory/js/rpg_windows.js:2234:10)

    at Window_SkillList.setStypeId (file:///C:/Users/Nicky/MediaFire/MV%20Project/Witchsstory/js/rpg_windows.js:2146:14)

    at Window_SkillType.update (file:///C:/Users/Nicky/MediaFire/MV%20Project/Witchsstory/js/rpg_windows.js:2062:27)

    at file:///C:/Users/Nicky/MediaFire/MV%20Project/Witchsstory/js/rpg_core.js:5734:19
 
Last edited by a moderator:

ThePotatoOfFire

8-bit Obsessed
Veteran
Joined
Jan 15, 2016
Messages
157
Reaction score
59
First Language
English
Primarily Uses
RMMV
Is there a way to use Eval with this plugin? Is the "plevel" usable elsewhere? Also, instead of, say, Level 1 skill, it says "Lv Undefined". Any way to solve this issue besides the plugin command?
 
Last edited by a moderator:

Chaos17

Dreamer
Veteran
Joined
Mar 13, 2012
Messages
1,311
Reaction score
486
First Language
French
Can you unlock a new skill when 1 or 2 skills reach a certain level ?


I'm asking this because I'm inspired by this :


untold1.jpg



Also does your plugin work with passive skills ?
 
Last edited by a moderator:

Latest Threads

Latest Profile Posts

Working on animation. Trying to see if I can apply it meaningfully to my games!
ddwk.png

working on the sprite for Devali <3
My Game Development Livestream

Of course, so, someone had covid at work today and I was exposed to them, so, I'm stuck at home for...TWO WEEKS!

Forum statistics

Threads
110,373
Messages
1,052,759
Members
143,407
Latest member
Benny91
Top