- Jun 10, 2017
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The Skill Core has (compatibility) issues... It COMPLETELY removes my party's health, MP, and TP (which I renamed spirit) gauges. When I was trying to find out which plugin it was I tried to remove the Item Core on accident (long story) then the game kept crashing saying something like "eItem" could not be read. Please fix this.Skill Core
Features and How to Use
The Skill Core plugin enables you to modify the core aspects of skills such as the cost and effects. With this plugin, HP costs are also implemented, too.
Skills in RPG’s consist of three main components: Costs, Damage, and Effects. Although not all components are required for a skill, they certainly make up a good chunk of it. Damage will be handled by another plugin, but this plugin will provide a core handling for skill costs and skill effects.
This plugin also includes the ability for battlers to swap their HP, MP, and/or TP gauges for something different if it would fit the character better (for example, some classes don’t use MP and/or TP).
These notetags can adjust either skill costs or special skill effects.
<HP Cost: x>
Changes the skill to have x as its HP cost. RPG Maker MV’s editor lacks HP cost functions so this would allow skills to use HP as their cost.
<HP Cost: x%>
Changes the skill to cost a percentage of the character’s MaxHP value.
<MP Cost: x>
Changes the skill to have x as its MP cost. This helps bypass the database’s hard limit of 9999.
<MP Cost: x%>
Changes the skill to cost a percentage of the character’s MaxMP value.
<TP Cost: x>
Changes the skill to have x as its TP cost. This helps bypass the database’s hard limit of 99.
<TP Cost: x%>
Changes the skill to cost a percentage of the character’s MaxTP value. Although the default MaxTP is 100, this tag will be useful for any plugins that will alter a character’s MaxTP values.
This plugin also lets you swap around the HP, MP, and TP Gauges to any order you want assuming that all the plugins you use will keep the same order of HP, MP, and TP and does not override the default gauge drawing process. If you use any plugin extensions, they can be swaped in as well.
Note: If you do not have ‘Display TP in Battle’ checked under the System tab in the database, nothing will be shown for the third slot.
<Swap Gauge x: y>
This will change gauge x (1, 2, or 3) to y. Replace y with ‘HP’, ‘MP’, or ‘TP’ to have it display that gauge type in that gauge slot. If you wish for that slot to display nothing, insert ‘Nothing’ or ‘Null’ in place of y in the notetag.
Weapon, Armor, and State Notetags:
<Swap Gauge x: y>
Actors with equipment or states that contain these notetags or enemies with states that contain these notetags will display those swapped gauges in place of the default settings or settings defined by the Class or Enemy notetags.
Priority will go in the following order: Weapons, Armors, States, Class, Enemy
Lunatic Mode – Skill Costs
For users who want more control over skill costs and skill effects, there exists notetags that allow you to apply code to the costs and/or effects of a skill. For effects, this will also extend towards item control, as well.
<Custom HP Cost>
</Custom HP Cost>
This allows the skill to have a custom HP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the HP Cost and the HP percentage cost.
<Custom MP Cost>
</Custom MP Cost>
This allows the skill to have a custom MP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the MP Cost and the MP percentage cost.
<Custom TP Cost>
</Custom TP Cost>
This allows the skill to have a custom TP cost based off of code. For the piece of code, ‘cost’ is a variable already predefined with the TP Cost and the TP percentage cost.
Lunatic Mode – The Skill Phases
For this skill, multiple effects are applied and at different phases. The various phases are as follows:
Before Effect Phase (influenced by this plugin)
if skill successfully lands:
– Pre-Damage Effect Phase (influenced by this plugin)
– Damage Phase
– Post-Damage Effect Phase (influenced by this plugin)
– Item Trait Effects Phase
After Effect Phase (influenced by this plugin)
There’s four phases which can be influenced by this plugin. Two of which do not matter if the effect successfully lands or not, two of which do matter if the skill does land.
Skill and Item Notetags:
If you wish to use custom effects for your skill, you can insert the respective notetags into the skill (or item) noteboxes and it will run the code that appears in between the tags. However, using any form of comments in this tag will block out code that follows.