[YEP] Job Points - Variables

Coopziana

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Hi All,


I'm just trying to set up a variable that reads the current actors JP's (Yanfly's - Job Points Script v1.06) So that I can display it in a chat window.


Reason being I've been trying to use JP's as a form of currency for increasing actor parameters (stats) instead of the standard "Stats gain with level up", at first I wanted to add a notetag to an item <Target Lose JP: 1> or <Target Gain JP: -1> but that doesn't work because it's not scripted that way. I've tried to contact Yanfly to see if he will add this into his script but have no had any sort of response, so one can only assume he is rather busy, which is fair enough!


In an ideal scenario I would find a script that is essentially an attributes/stats/parameters (whatever you want to call them) Shop system that allowed the use of JP's as currency. Pretty much identical to the Skill Shop Yanfly made, but instead of learning skills it would increase stat points. But I figure this isn't going to happen any time soon, so I'm using a work around. Which is basically the same as FFX's Sphere Grid system, that's where I've hit yet another wall. In order to control the JP's the player has I need to let them know how many JP's they currently have in some form of floating window (like the Gab Window, but a permanent fixture). I figured using the Gold window would work ok, but it doesn't change the fact I have no idea how to tell the variable to read JP data for "actor x". I'm pretty sure it's just a simple script. But I've quickly come to realise that I will never really get my head around JavaScript.


Any assistance on this would be hugely appreciated.
 

Andar

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Please link to the script that creates the JP - we can't tell you how to access them otherwise, because they don't exist in default.
 

kiriseo

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Yanfly has a video where he shows how you can increase your stats with the Job Points here










For the variable I'll use the party leader as an example:

Code:
$gameParty.leader().jp();
 
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Coopziana

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@kiriseo I'm speechless. Google you have failed me for the past 2-Months!!! This is not only slightly what I was looking for but a 100% match!


Thank you soooooo much, and thanks to Yanfly for the video. I'm sorry I didn't find it sooner!
 

Coopziana

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Just to add to this conundrum. I have now come across another issue.


As my characters have a ton of skills they can learn the list of skills is pretty long with the stat upgrades at the bottom of this list. I would like to setup 2 menu commands for this system, i'd like to have the option to call the script from YEP MenuManager (http://yanfly.moe/2015/10/17/yep-14-main-menu-manager/) one for Stats the other for Skills.


now I may be wrong, but it seems that there is no way to setup a page that only sells certain skills. As it stands you currently get smashed with a huge list of skills that you need to scroll through... Which is a tad laborious. What makes matters worse is that once you learn a prerequisite skill it stays on the page and additional skills are added to the already humongous list.


Does anyone know of a way that I can setup 2 individual options where I can state which skills I'd like to display and hide the rest? If not that then at the very least I'd like learned skills to just remove themselves from the list so that it condenses it a bit more.


EDIT: Nevermind I found a solution! For anyone else having an issue similar to this, you can removed learned skills from the Skill Learn menu by adding this notetag to all of your skills:


<Learn Show Eval>


if(!this._actor.isLearnedSkill(8)) value = true;


else value = false;


</Learn Show Eval>


Just be sure to change the number inside the brackets to the number of the skill in the database!
 
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