I am using RPG Maker MV
Hello, I am wondering if there is a way to duplicate a plugin. The plugins I am wondering about are Yanfly's Job Points plugin & his SkillLearnSystem plugin.
I wish to make it so I have two of Yanfly's Job Points plugin running at the same time. One for Feats & the other for skills, then have Two SkillLearnSystem plugins running, one for feats the other for skills.
Any ideas?
How to duplicate a plugin to use it twice at the same time?
● ARCHIVED · READ-ONLY
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I've moved this thread to JS Plugin Support. Please be sure to post your threads in the correct forum next time. Thank you.
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It doesn't work this way - program code cannot be simply duplicated to create the effect twice, you need to rewrite it.
And for a rewrite, you didn't give enough information - that needs more details of what you want the result to do, exactly because it's not a simple copy that is needed here.
Can you please describe the game mechanic you want instead of naming plugins you planned to use for that?
And to determine if a modification (instead of a complete rewrite) is enough, links to the scripts would be helpful as well. -
It doesn't work this way - program code cannot be simply duplicated to create the effect twice, you need to rewrite it.
And for a rewrite, you didn't give enough information - that needs more details of what you want the result to do, exactly because it's not a simple copy that is needed here.
Can you please describe the game mechanic you want instead of naming plugins you planned to use for that?
And to determine if a modification (instead of a complete rewrite) is enough, links to the scripts would be helpful as well.
Job Points Plugin: http://yanfly.moe/2015/11/13/yep-27-job-points/
Skill Learn Plugin: http://yanfly.moe/2015/11/14/yep-28-skill-learn-system/
Let me explain what I plan on doing in more detail:
The Job Points plugin is being used in unison with the Skill Learn plugin to allow the player to unlock a new skill every time they level up.
Once Player A gains a level they gain one Job Point, the "Skill Learn" menu is then opened and the player chooses a new skill to learn using up their job point.
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I want to add another Jobs Points plugin and Skill Learn plugin which will make it so that when a player levels up not only will they gain the one job point they will also gain a Feat Point. Which can be spent in a separate menu from the first "Skill learn" menu to learn a feat and spend a feat point. (You can change the name of job point, to whatever you want the currency to be)
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Does this explain the mechanic I am hoping to achieve well enough? -
Almost - it depends on what you call feats. How do you want to implement that, because "feats" do not exist in the game by default (skills exist, and traits, but nothing called feats).
If you're talking about the traits of an actor, then you'll need an entirely different plugin as the game considers the traits constant by default and you'll need a dynamic traits plugin to even be able to change that.
If you're talking about some bonuses that don't even exist in the game yet and need to be implemented first, then that will require a description on how you want to implement those feats - you might want to look at so-called common event shop plugins. -
I really think this guy just wants two separate job points systems and that's it; correct me if I'm wrong. The "feat" name is just confusing the lot of us though.
But duplicating the plugin does not work, as since the two different iterations of the plugin use the same method and variable names, overlap and conflict are bound to occur. -
it can be done, actually... however, you don't need to duplicate it anyway. I actually built a similiar system already, i used bobstahs extra stats to define my 'jp' and 'fp' as stats, and lunatic mode in skill learn to make skills cost the stats... and aliased level up to add one to each of these stats upon level.
the lunatic mode notetag would be like this:
<Learn Require Eval>
value = user.customStats.FP >= 1;
</Learn Require Eval>
<Learn Cost Eval>
user.customStats.FP.modifier -= 1;
</Learn Cost Eval>
this would make it require at least one FP, then subtract 1 FP once learned.
i dont have access to my files right now, but i just edited my gainLevel or something like that to have actor.customStats.FP.modifier += 1; in it.