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Nomi

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Hi guys,


atm I'm testing something with the Yanfly Skill learn system. It's an amazing plugin ...but I want my skills so have more then one level. And setting up a new skill for each level is not really a good way to handle that...


For the old maker there was this script: https://grimoirecastle.wordpress.com/rgss3-scripts/gameplay-scripts/skill-upgrade/


Is there anything alive for the MV? I just found one that levels the skills by use, but I want mine to level with gold and job points or even a combination of all three.


If you know anything I would be gratefull! Have a nice day
 

chungsie

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what I did with ace was use custom damage formulas that use a variable which holds skill level as one of the parameters for the formula. I don't even understand fully what you are talking about tho, tbh. and I have no idea about any of the plugins for MV. it may require something like a skill tree I imagine.
 

Nomi

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Hmm, not really... It actually needs exactly what you are talking about. An Array with varaibles containing the level of each skill for the actor.

Setting up variables would be "one" way to get "someting" like I want. But its not really a good way, especially because you would get problems if 2 Actors own the same skill.
In the End many plugins can be simulated with complicated variable structures and switches, thats how computers work  - but I would prefer a plugin.
 


If I wasnt clear enough: I'm asking if there is a plugin to level up skills by different ressources (gold/jp/xp). It should be compatible with Yanflys Skill learn system.


Example what I want:


Harold has the Skill Fireball --> Harold goes to a Magic Teacher --> Harold (meets different conditions - Spell use/xp/etc.) pays 200 Gold and gets Fireball Level 2
 

chungsie

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plugins can have variables too... the entire engine uses objects and attributes and what could be called variables. I thought Yanfly has a skill creator, or someone. look up crafting shop and see if you can modify the plugin to allow for skills. my only guess.
 
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Nomi

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??? This is not about creating skills... it's about leveling them. If I were able to do it that easy by myself I would just do it.


For now I prefer to wait a bit and maybe someone shows up that knows a good plugin :)
 

nirurin

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??? This is not about creating skills... it's about leveling them. If I were able to do it that easy by myself I would just do it.


For now I prefer to wait a bit and maybe someone shows up that knows a good plugin :)



I'm pretty new to the RMMV system, but I think what people are saying is thats there isn't a way to have a skill that then gets "levelled". From what you're saying, I think you're looking for - 


You unlock Fireball, you go to a trainer, get xp or pay gold, your Fireball upgrades into a more powerful Fireball. 


But from what I understand, the way the system works is -


You unlock Fireball 1, you go to a trainer, get xp or pay gold, your Fireball 1 is exchanged for Fireball 2. (Which is a separate spell entirely in the code).


From a player perspective it makes no difference, so I'm not sure why it would be an issue, unless it's just overly complicated variables you're worried about?
 

Nomi

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@nirurin: Welcome to the maker then - scripts/plugins are there to change the way the engine works.


And doing what I want is definetly possible. I allready think about doing it myself, but I'm more into C# then JS.


The reason why I not use Fireball 1 and Fireball 2 is simple...because I want Fireball 5126  ;)


Doing these all as new Skills would be TONS of work and "also" impossible for the vanilla version of the maker.


All I basically need is a Variable bind to a skill that can level up (grow by experience, use, payment etc.) and can be used in dmg and other formulas.


While this is definetly possible! And I linked to one in RPGM Ace there is none or just a "close to" in MV.

All this detail is just because you asked - I didn't plan for someone to "make it now"


I guess someone who knows such a pluging would be knowing what I'm talking about :)
 
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Anime_Fusion

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I am also looking for this. Kind of like the Tales games. They had strength based on numbers of uses in battle. I would like to see it where you can level them up by use. I know you could call an event in each skill and add a variable number to increase it perhaps, but not sure the exact formula to use, it would be nice not to have to do that with each skill as well.
 

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Hey guys, you can achieve what you're wanting to do here by assigning a variable (let's call it "0001: Fireball") and then using Yanfly's Damage Core script to insert variable tags into the damage formula. You can then leave the Skill itself as simply "Fireball", or maybe you can name it "Fireball /V[1]" if you're running the Message Core as well, although I'm not sure if that would yield results or not.


"DAMAGE RATE: VARIABLE 1" would allow you to increase the damage by 1% for every +1 to the 0001 Variable.


"FLAT DAMAGE: VARIABLE 1" would do the same with a flat +1 increase for every +1 to the var.


The same Damage Core allows you to increase the damage cap far beyond 9,999 so it would be perfect for the kind of game you're planning.
 

TakeHomeTheCup

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Can't you do that without Damage Core?


Using v[n] or whatever it is in MV?
 

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Can't you do that without Damage Core?


Using v[n] or whatever it is in MV?



You can use variables in damage formulas without the damage core, yes, but it's much more complicated and would most likely involve making your own plugin anyways.


/v[n] is a shortcut in the Yanfly Message Core that allows you to type out a variable for a player to see. For example, if your "Fireball Variable" was level 4157 and you typed out "Fireball is level /v[1] !" it would read out in-game as "Fireball is level 4157!"


I'm not sure if it would work in an item name itself, probably not, but it's worth a try.
 

Nomi

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Yeah, thats what I said at the beginning "i can" afford that with setting up a variable for each skill for each actor - whicht stillll woul be kinda complicated and could use a lof of trouble...and stil would be TONS of work. (and maybe even impossible depending on the quantity of skills)


To clarify - I KNOW how I could reach that. This is not about how i could go around the rules and achieve it with some kind of differen variables and skills. It's about a possible plugin! If there is none, fine! I ll try to do it myself or maybe open another thread in the plugin request.


I KNOW that I can reach this with a lot of variables for each actor. But I dont want to create them!


I'm searching a plugin for that - because thats what plugins are made for.


Like I said...if you want - close to everything can be achieved by a different combination of variables and switches.
 
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chungsie

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even a plugin would have something like a variable for each skill, even if they were attributes. it is impossible to do what you're saying without using multiple skills premade, or using ram.
 

Nomi

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??? ... I never said it has to work without a variable or ram


Don't rly know where you interpret that.

Yeah, thats what I said at the beginning "i can" afford that with setting up a variable for each skill for each actor - whicht stillll woul be kinda complicated and could use a lof of trouble...and stil would be TONS of work. (and maybe even impossible depending on the quantity of skills)



Maybe there? There is a huge difference between "me" setting up variables inside of the RPG Maker and a plugin setting up variables via loops behind the scene.


The quoted line was about the variables inside of mv, not about variables (by code) in general...
 
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chungsie

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oh, speaking about that quote. I have a skill tree system, much like you speak about, but I have not decided yet that I need MV, so it's for ACE. I have planned like 5K skills for the tree, and they require badges for things like level and EXP for each skill, but I don't mind the work, it's quite meditative actually. :)

If you really want to try it yourself, I recommend going through the resources (plugins) of the RTP, and going through the Help file for any hidden classes you may need, and give a look at the gitter community to find resources such as online courses (no not a classroom, like interctive tutorials), otherwise save up and pay a scripter, I do a little of all of that myself, in ruby.
 

Nomi

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I guess I ll be fine If I have to do it myself. I'm just asking if there is one allready.


Programmers are lazy by nature - giving work to machines is the reason our job exists! So I don't feel the need to do a plugin if it's allready there :p


Also I would have to do it in Js...but I should have learned that language years ago.


So thats not rly a good excuse for not doing it >.<


Yeah, a Skill tree is a bit more complex but has basically the same needs. I ll check out some skilltrees I know for ace, mb someone did his for mv :)
 

EinherjarLucian

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In regards to the "two characters own the same skill" issue for using skill levels, there's Yanfly's "Self Switches and Variables" plugin, which lets an instance of a variable exist across multiple actors.
 

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@OnslaughtSupply that plugin while nice is extremely buggy. And doesn't work well with Yanfly Plugins.
 

zilgaant

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i'm also searching for a Skill Level Plugin that's simply give levels to skill(s) together with Yanlfy's JP & SkillLearnSystem,
i prefer the tags like
<SkillLevel : x> for max level

<SkillUpgrade>
+50 hpdmg
</SkillUpgrade> for additional benefit of leveling skill

that's it.

is there any?
 
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