Galv's Weapon Proficiency

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Started by Galv 34 posts Page 1 of 2 View original ↗

  1. Weapon Proficiency - Version 1.2
    RPG Maker MV Plugin
    Galv



    Introduction
    Train your actors to be proficient in a variety of weapon types.


    Screenshot
    weapon-proficiency_zpspystyukp.jpg


    Features
    Actors have a weapon proficiency for each weapon type. This weapon proficiency can raise the hit chance, crit chance or have an effect on damage with a change to the damage formula for physical attack skills while they are wielding a weapon of that weapon type.

    Weapon proficiency for the currently wielded weapon can be increased by attacking in combat or manually via script command. Each class can have different maximum proficiency for each weapon type. An animation can play during battle when an actor’s weapon proficiency skill increases.

    Players can see their weapon proficiency in the default status menu or in Yanfly’s status menu if either of these are set in the plugin settings.


    How To Use
    - Copy the "Galv_WeaponProf.js" file into your project's /js/plugins/ folder.
    - Activate plugin using the 'Plugin Manager'
    - Read the help file and examine the demo to learn how it works


    Plugin
    Get it here


    Credit and Thanks
    - Galv


    Terms
    Free to use in any RPG Maker MV project including commercial. Please credit "Galv". smile.png


    Updates
    2017-04-26 - Version 1.2 - added script to use or store actor's weapon proficiency in variables
    2017-03-16 - Version 1.1 - only weapon types an actor can equip appear in the menus now
    2016-12-20 - Version 1.0 - release
  2. Is this system same like weapon mastery in Final Fantasy 2?
    This is very awesome specialy for someone who want make a non-magic game which is very depend on weapon only
     
  3. I don't remember FF2's system so I'm not sure if it's similar to that or not. My inspiration for making it was actually my vague memory of one of my favorite dos games 'Magic Candle II'.
  4. Can this function like Dragon Quest 8's weapon/ skill proficiency? For example Swords have 100 points to max out, 5/100 the actor learns Dragon Slash, at 11 their Sword damage increases by 15. Is this plugin able to replicate that?
  5. The plugin doesn't add new skills based on weapon proficiency. The proficiency can modify hit chance, crit chance and can also be used in damage formula to have an effect on damage.
  6. Galv said:
    I don't remember FF2's system so I'm not sure if it's similar to that or not. My inspiration for making it was actually my vague memory of one of my favorite dos games 'Magic Candle II'.





     



    The system is like whenever you attack with weapon you equiped it gain mastery point so your weapon mastery can leveled up and got more damage.


    If you equip sword and attack so many times with sword, mastery level will up and your sword output damage is up too.


    I'm hoping there will be more additional feature such bound it into variable, or learning new skill when it reach higher  Proficiency
  7. Updated to version 1.1 - weapons that an actor cannot use will no longer show in menus
  8. Is it going to conflict with Yanfly's plugins at all? Particularly things that change combat. I've always wanted a plugin like this, and you are now the godsend I was waiting for. : D
  9. I haven't tested with all of his plugins - you'll have to test and find out
  10. Will do. I'll report any issues here if that's alright with you. Not sure if you really intend to release compatibility patches or not.
  11. I was looking for this for soooo long. Thanks Galv!

    2 questions, do you have any desire to make a magic version of this? I would like to also use this for like Blue Magic, Black Magic, White Magic, etc.

    Does this work for created weapon types? Or just default ones?

    Thanks again.
  12. I don't have any plans for a magic version of this.
    And yes, it works with all weapon types you set up in the database.
  13. Could we get armors? Light Armor, Medium Armor, Heavy Armor, Shields? Getting hit while using them, to improve proficiency? Great work, @Galv !!
  14. I'll consider adding armors when I get some time in the future
  15. Would it be possible to have a script/plugin call (or a state/equipment effect) that changes the maximum proficiency an actor can have with a weapon?
  16. Try script call:
    Code:
    $gameActors.actor(x)._wProfMax[y] = z;

    Where x is the actor id, y is the weapon type id and z is the max you want to set it to.
  17. What is the compatibility situation between this and Yanfly's plugins

    Namely will things like menu core, status menu core or actor variables overwrite these?
    Also can I have proficiency work with armor scaling such that increased skill causes more armor penetration?
  18. I haven't tested all plugins compatibility with this one so I do not know, but the plugin does have settings to use in Yanfly's status menu.

    The plugin can be set to modify hit chance and crit chance. Weapon proficiency values can be used in skill formula, so any damage modification or armor penetration can be done in those.
  19. Hi Galv, thanks for the cool plugin :) Was wondering if there's a way to display a level up message as well as the animation?
  20. Not currently, sorry. That would have to be added to the plugin