l'm hoping Lunatic mode not stacking with level requirement for the Skill Learn plugin is a bug.
Otherwise, anyone else have the method to write if actor level is equal or higher than X then value = true?
[YEP] Yanfly Engine Plugins
● ARCHIVED · READ-ONLY
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This is working as intended for me:l'm hoping Lunatic mode not stacking with level requirement for the Skill Learn plugin is a bug.
Otherwise, anyone else have the method to write if actor level is equal or higher than X then value = true?
Code:<Learn Require Level: 50><Learn Require Eval>value = true;</Learn Require Eval> -
It does indeed work with Requires but not Show, still, a Requires tag hide it so it's again the confusion between the notetags.
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You want to show it and have the level requirement, is that what you mean?It does indeed work with Requires but not Show, still, a Requires tag hide it so it's again the confusion between the notetags.
If it is, you'll want to use this:
<Learn Require Eval>value = (user.level >= 50);</Learn Require Eval>Lemme know if that works for you. -
My character learns the Fireball spell through the learn skill menu made by Yanfly's new plugin. Then, later, after he acquired a Fire Stone, he can upgrade the Fireball spell to Improved Fireball. Now, I don't want the character to have both versions of the Fireball spell, only the improved one. This include removing the basic skill from the learn skill menu, and from the character known skills.I've actually seen it asked a handful of times, so figured I'd share:
For those of you who want to implement a "skill upgrade" aspect to the Learn Skill system, just slap this bad boy into the skill note tag:
<Learn Cost Eval>$gameActors.actor(actorid).learnSkill(n);$gameActors.actor(actorud).forgetSkill(;</Learn Cost Eval>
This will allow you to erase an "older" version of a skill while adding the new one you're learning.Does this prevent the skill from being learned again? So I can't go back and learn Fire Lv1 if I know Fire Lv2?I've devised a new way to streamline this using a new notetag made for Skill Core (so that way, people who aren't using Skill Learn System can benefit from it, too).Ah, I see- I was looking for something a bit more streamlined as including all levels I have 180 skills and 6 actors who can each learn those skills (so I'd be doing a lot of manual work).
Iavra did make something, haven't been able to test it yet, but it's a simple 'Hide if Learned' tag.
http://forums.rpgmakerweb.com/index.php?/topic/50560-hide-skill-if-another-skill-exists-skill-replace/
http://yanfly.moe/plugins/en/YEP_SkillCore.js
Two new tags have been added:
* <Hide if Learned Skill: x> * <Hide if Learned Skill: x, x, x> * <Hide if Learned Skill: x to y> * Will hide and disable this skill if skill x has been learned. If multiple * skills are listed, the skill will be hidden and disabled if any one of the * listed skills have been learned. * ============================================================================ * Lunatic Mode - Custom Show Requirements * ============================================================================ * * For those who would like to show certain skills and disable them under any * custom conditions using their JavaScript knowledge, use the following: * * Skill Notetag: * <Custom Show Eval> * if (user.level > 50) { * visible = true; * } else { * visible = false; * } * </Custom Show Eval> * If the visible is set to true, the skill is shown (not hidden) and enabled * if all other conditions are met. If visible is set to false, the skill is * disabled and hidden from the list.This is a bit different from just hiding the skill. How so?
Because if the skill isn't visible, it will also be disabled as well (meaning it can't be used). Now, you may be wondering, what's the point of that? Well, in the off-chance that you're using Auto-Battle, or whatnot, the auto-battling actor can still pick skills that have been "hidden" from view. This will mitigate that.
Have fun! -
Tips & Tricks - Annie's Disintegrate
Annie, from League of Legends, has a nifty skill that would translate well (and in a useful way) to RPG Maker! Her Disintegrate skill functions as a "finisher" that gives the user a bonus when it kills and enemy with it! This tips & tricks video will show you how to create something just like that!
Skill Core -
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Hello, gameofthedungeons, please use the bug submission template found here.Hello, I am using your plugins but Skill cooldown doesn't work it... It's always 1. No one change or restore in the battle scene.
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Yanfly and gameofthedungeons, the issue that causes that bug is that SkillCore must be above the expansion plugin in order for it to work. I tested it just now.
And Yanfly, I think pointing out and reminding people that " YEP_X_* " plugins should be below their parent plugin would be a good idea. A small note on the site or a priority list should do it. -
Hey man... is there a way to make a "vampiric sword" that absorbs HP or MP x% of total damage with the currently plugins?
Thanks in advance! -
Not with mine, but with the Weapon Attack Skill plugin (not sure the exact name) that came with MV, you can have it set the skill there to a "Vampire" version of Attack. :)Hey man... is there a way to make a "vampiric sword" that absorbs HP or MP x% of total damage with the currently plugins?
Thanks in advance! -
I'm trying to set skill JP costs so that they increase with each skill learned rather than have a static cost. I tried to use <Learn Cost Eval> to set the skill cost from a game variable, but it looks like that code is where I should be doing the post-learn game variable increase? There doesn't seem to be a way to set a dynamic JP cost. Should I be going about this differently?
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What you may need to do is to draw out the JP cost using <Learn Custom Text>. This will allow you to use text codes, thus, using variables for the costs.I'm trying to set skill JP costs so that they increase with each skill learned rather than have a static cost. I tried to use <Learn Cost Eval> to set the skill cost from a game variable, but it looks like that code is where I should be doing the post-learn game variable increase? There doesn't seem to be a way to set a dynamic JP cost. Should I be going about this differently?
The costs would then have to be customized with <Learn Require Eval> and <Learn Cost Eval> to perform it. -
Bug report with the atb script:

I do have the battle core engine and I do have it set to atb. this script is below it. -
Did you follow all the instructions while updating it?Bug report with the atb script:

I do have the battle core engine and I do have it set to atb. this script is below it.
You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here said:
Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.
You might also have outdated versions of the Battle Engine Core. You can grab the updated versions here: http://yanfly.moe/yep/changelog/ -
I've devised a new way to streamline this using a new notetag made for Skill Core (so that way, people who aren't using Skill Learn System can benefit from it, too).
http://yanfly.moe/plugins/en/YEP_SkillCore.js
Two new tags have been added:
* <Hide if Learned Skill: x> * <Hide if Learned Skill: x, x, x> * <Hide if Learned Skill: x to y> * Will hide and disable this skill if skill x has been learned. If multiple * skills are listed, the skill will be hidden and disabled if any one of the * listed skills have been learned. * ============================================================================ * Lunatic Mode - Custom Show Requirements * ============================================================================ * * For those who would like to show certain skills and disable them under any * custom conditions using their JavaScript knowledge, use the following: * * Skill Notetag: * <Custom Show Eval> * if (user.level > 50) { * visible = true; * } else { * visible = false; * } * </Custom Show Eval> * If the visible is set to true, the skill is shown (not hidden) and enabled * if all other conditions are met. If visible is set to false, the skill is * disabled and hidden from the list.This is a bit different from just hiding the skill. How so?
Because if the skill isn't visible, it will also be disabled as well (meaning it can't be used). Now, you may be wondering, what's the point of that? Well, in the off-chance that you're using Auto-Battle, or whatnot, the auto-battling actor can still pick skills that have been "hidden" from view. This will mitigate that.
Have fun!
Awesome! Thanks :) -
Did you follow all the instructions while updating it?
You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here said:
Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.
You might also have outdated versions of the Battle Engine Core. You can grab the updated versions here: http://yanfly.moe/yep/changelog/
I never updated, I just got it the first time. And installed it and configured it. I will try the updated version of the battle engine and let you know
It works :D
Feature Request for this script
- Let me see enemy atb gauge.
- Let enemies gauge fill up and attack while I am choosing actions, like other FF games you mention, six is a good example. Let me choose between wait and true active -
Thanks for pointing me in the right direction, but this is a bit more javascript than I wanted to write (or copy/paste) for each skill. In the end I decided to just add a <JP Learn Cost Var: x> note tag which is working for me now. I guess I could've made it an eval instead, but I'm not sure I want to add a function to distinguish between when to pull from a game variable and when to pull from skill.learnCostJp. I don't suppose you're interested in pull requests?What you may need to do is to draw out the JP cost using <Learn Custom Text>. This will allow you to use text codes, thus, using variables for the costs.
The costs would then have to be customized with <Learn Require Eval> and <Learn Cost Eval> to perform it.
Edit: And I immediately ran into a case where I'd want it to be an eval. :(
Double Edit: Got the eval working. Less work than I expected and no function needed once I stopped to think about it. Love your plugins, Yanfly! Keep up the great work! :D -
Tips & Tricks - Annie's Disintegrate
Annie, from League of Legends, has a nifty skill that would translate well (and in a useful way) to RPG Maker! Her Disintegrate skill functions as a "finisher" that gives the user a bonus when it kills and enemy with it! This tips & tricks video will show you how to create something just like that!
Skill Core
i put the note tags in the skill menu and it causes my game to crash, Am i inputting it wrong?
<Post-Damage Eval>
if (target.hp <= 0) { user.gainMP(item.mpCost); }
</Post-Damage Eval> -
I'm blown away by how much coding you've done and the intricacies and attention to detail you put into each of these. Watching the tutorials gets me so motivated to add serious depth to all aspects of my projects. Thank you so much!