Hi all,
So I've been playing with Yanflys Skill Learn and Job Point Plugins to create Stat Upgrades with increasing costs, however I do not want to use job points to buy the stat upgrades. I want to purchase the stat upgrade skills using an item and I want the item to increase by one each time the skill is bought, just like the following note tag does with job points. I just want it to use items.
<Custom Learn JP Cost>
// Set the param ID of the stat you wish to adjust.
var id = 0;
// Default the user's upgrade parameter times to empty.
user._upgradeParam = user._upgradeParam || [];
user._upgradeParam[id] = user._upgradeParam[id] || 0;
// Adjust the cost of
cost = user._upgradeParam[id] * 1;
</Custom Learn JP Cost>
I'm not sure everything that needs altered in this note tag but know this should be feasible. The item I'm wanting to use is a soul shard and it's ID is 42.
You can find Yanfly's video for Stats with Increasing Costs here at [embedded media]
Thanks in advance for any help I receive.
Using Items instead of JP on specific note tag
● ARCHIVED · READ-ONLY
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That notetag merely changes the JP cost. It's not designed for item costs
However, it is possible to do so using the <Learn Require Eval>, <Learn Cost Eval> and <Learn Custom Text> notetags
I'm still learning javascript, but here's the gist of what you should do:
1. In <Learn Require Eval> notetag, check whether the item is present and enough. Something along the lines of
var cost = user._upgradeParam[id] + 1;
value = $gameParty.numItems($dataItems[42]) >= cost;
Where cost is the item cost of said upgrade
2. Add a line in <Learn Cost Eval> to consume the item, just before the line where it said user._upgradeParam[id] += 1. Something along the lines of
var cost = user._upgradeParam[id] + 1;
$gameParty.loseItem($dataItems[42], cost);
3. Add <Learn Custom Text> notetag to inform the player about the item cost. -
@mmgfrcs Thanks!
I knew it should be possible. Unfortunately I've already got everything working using events. It is nice to know that if my eventing fails I can always attempt this method though.
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