RMMV [Solved] YEP Skill Mastery Levels Notetags on States?

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Jenova

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I was not sure where to post this (either here or Plugin Requests) but I guess it can stay here until it gets into the plugin request range? Mods, move if needed, thanks. :)

Hello,

I was wondering if maybe there was a way to add Yanfly's Skill Mastery Level Note tags to states?

What I want:

Character gets the state, maxes out all levels for every skill they have. Consider it a Transcendence State where at endgame it says "screw it, your strong enough, let me max out your skills"

Thank you :)
 

xDRAGOONx

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Maybe you can use state notetags and Skill Level Mastery script calls to create your state.

<Custom Apply Effect>
battler.setSkillMasteryLevel(skillId, level);
battler.setSkillMasteryUses(skillId, value);
</Custom Apply Effect>

Here's what the Skill Mastery Plugin says about the script calls:
battler.skillMasteryLevel(skillId)
- 'battler' is a variable that represents an actor/enemy. Replace 'skillId'
with the ID of the skill whose mastery level you wish to acquire.
This will return the mastery level of that skill.

battler.setSkillMasteryLevel(skillId, level)
- 'battler' is a variable that represents an actor/enemy. Replace 'skillId'
with the ID of the skill whose mastery level you wish to alter.
Replace 'level' with the level of the skill you wish to set it to. This
will not allow the skill mastery level to go below 0 or above its max level
and the number of uses will be set to 0 for that level.

battler.gainSkillMasteryLevel(skillId, value)
- 'battler' is a variable that represents an actor/enemy. Replace 'skillId'
with the ID of the skill whose mastery level you wish to increase.
Replace 'value' with the amount of levels to increase (or decrease) the
skill's current mastery level by.

battler.skillMasteryUses(skillId)
- 'battler' is a variable that represents an actor/enemy. Replace 'skillId'
with the ID of the skill whose current mastery usage amount you wish to
acquire the value of. This will return the current mastery usage amount
of that skill.

battler.setSkillMasteryUses(skillId, value)
- 'battler' is a variable that represents an actor/enemy. Replace 'skillId'
with the ID of the skill whose current mastery usage amount to be changed.
Replace 'value' with the amount to set the amount to. If the usage amount
exceeds the need to reach the next level, the skill automatically update
to the next mastery level and set the mastery usage amount to 0.

battler.gainSkillMasteryUses(skillId, value)
- 'battler' is a variable that represents an actor/enemy. Replace 'skillId'
with the ID of the skill whose current mastery usage amount to be changed.
Replace 'value' with the amount to increase/decrease. If the usage amount
exceeds the need to reach the next level, the skill automatically update
to the next mastery level and set the mastery usage amount to 0.
 

Jenova

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Maybe you can use state notetags and Skill Level Mastery script calls to create your state.

<Custom Apply Effect>
battler.setSkillMasteryLevel(skillId, level);
battler.setSkillMasteryUses(skillId, value);
</Custom Apply Effect>

Here's what the Skill Mastery Plugin says about the script calls:
battler.skillMasteryLevel(skillId)
- 'battler' is a variable that represents an actor/enemy. Replace 'skillId'
with the ID of the skill whose mastery level you wish to acquire.
This will return the mastery level of that skill.

battler.setSkillMasteryLevel(skillId, level)
- 'battler' is a variable that represents an actor/enemy. Replace 'skillId'
with the ID of the skill whose mastery level you wish to alter.
Replace 'level' with the level of the skill you wish to set it to. This
will not allow the skill mastery level to go below 0 or above its max level
and the number of uses will be set to 0 for that level.

battler.gainSkillMasteryLevel(skillId, value)
- 'battler' is a variable that represents an actor/enemy. Replace 'skillId'
with the ID of the skill whose mastery level you wish to increase.
Replace 'value' with the amount of levels to increase (or decrease) the
skill's current mastery level by.

battler.skillMasteryUses(skillId)
- 'battler' is a variable that represents an actor/enemy. Replace 'skillId'
with the ID of the skill whose current mastery usage amount you wish to
acquire the value of. This will return the current mastery usage amount
of that skill.

battler.setSkillMasteryUses(skillId, value)
- 'battler' is a variable that represents an actor/enemy. Replace 'skillId'
with the ID of the skill whose current mastery usage amount to be changed.
Replace 'value' with the amount to set the amount to. If the usage amount
exceeds the need to reach the next level, the skill automatically update
to the next mastery level and set the mastery usage amount to 0.

battler.gainSkillMasteryUses(skillId, value)
- 'battler' is a variable that represents an actor/enemy. Replace 'skillId'
with the ID of the skill whose current mastery usage amount to be changed.
Replace 'value' with the amount to increase/decrease. If the usage amount
exceeds the need to reach the next level, the skill automatically update
to the next mastery level and set the mastery usage amount to 0.
Sorry, Didnt work. Thank you though. I would expect it to tho. :/

Edit: tried battler.gainSkillMasteryLevel(skillId, level); and battler.gainSkillMasteryUses(skillId, value); to no avail.
 
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xDRAGOONx

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maybe you can run a common event as the custom apply effect:

<Custom Apply Effect>
$gameTemp.reserveCommonEvent(n);
</Custom Apply Effect>

try using the script calls in a common event and calling the common event in the notetag
 

Jenova

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maybe you can run a common event as the custom apply effect:

<Custom Apply Effect>
$gameTemp.reserveCommonEvent(n);
</Custom Apply Effect>

try using the script calls in a common event and calling the common event in the notetag
Pretty sure it wont work since I tried a script call directly from an event and nothing happened. No errors, no nothing. I don't even know if there's anything in the console. I'd have to look later. Maybe it's plugin incompatibility?
 

xDRAGOONx

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Okay. I'll look at the plugin when I get home from work today. Maybe there is a typo somewhere.

@Jenova Okay, I figured it out...it was right in front of my face lol. Try:

JavaScript:
battler = $gameActors.actor(X);
battler.gainSkillMasteryLevel(skillId, level);
You have to set the battler variable before you can use it, which I totally should have noticed.

replace X with the Id of the actor who has the skill you wish to change.
replace skillId with the ID of the skill
replace level with the level you want to set it to.

I tested this in my project and it worked as a regular event-based script call, should work as Custom Apply Eval in a notetag as well.
 
Last edited:

Jenova

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Okay. I'll look at the plugin when I get home from work today. Maybe there is a typo somewhere.

@Jenova Okay, I figured it out...it was right in front of my face lol. Try:

JavaScript:
battler = $gameActors.actor(X);
battler.gainSkillMasteryLevel(skillId, level);
You have to set the battler variable before you can use it, which I totally should have noticed.

replace X with the Id of the actor who has the skill you wish to change.
replace skillId with the ID of the skill
replace level with the level you want to set it to.

I tested this in my project and it worked as a regular event-based script call, should work as Custom Apply Eval in a notetag as well.
Didnt see the edit.

Works tho. Thank you. :)
 

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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