YEP.8 – Skill Core

Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

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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.

Extension Plugins:

NeMV – State Resources

by Nekoyoubi
This plugin helps grant resource pools in the form of states. This plugin requires both the Skill Core and Buffs & States Core.


Introduction


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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).


Notetags


These notetags can adjust either skill costs or special skill effects.

Skill Notetags:
<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.

<Hide in Battle>
This will hide and disable the skill during battle.

<Hide in Field>
This will hide and disable the skill outside of battle.

<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.


Gauge Swapping


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.

Class Notetag:
<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>
code
code
</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>
code
code
</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>
code
code
</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 – 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.


Lunatic Mode – Custom Requirements and Execution


For those with a bit of JavaScript experience, you can use the following notetags to restrict a skill and what kind of code to process when executing the said skill.

Skill Notetags:

<Custom Requirement>
if ($gameParty.gold() > 1000) {
value = true;
} else {
value = false;
}
</Custom Requirement>
If value is set to true, the skill will be useable provided that all other requirements have been met. If the value is set to false, the skill won’t be useable.

<Custom Execution>
$gameParty.loseGold(1000);
</Custom Execution>
This runs the code between the notetags upon using the skill.


Lunatic Mode – Custom Cost Display


For those with a bit of JavaScript experience, you can add new ways to display the skill cost.

Skill Notetags:

<Cost Display Eval>
var variableId = 1;
var value = 1000;
$gameVariables.setValue(variableId, value);
</Cost Display Eval>
This notetag runs an eval before displaying the skill’s cost. This is so you can set up variables and whatnot for your skill cost display text.

<Custom Cost Display>
\c[4]\v[1]\c[0] Gold
</Custom Cost Display>
This is the custom text displayed before the rest of the skill costs. You can use text codes with this notetag.


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:
<Before Eval>
code
code
</Before Eval>

<Pre-Damage Eval>
code
code
</Pre-Damage Eval>

<Post-Damage Eval>
code
code
</Post-Damage Eval>

<After Eval>
code
code
</After Eval>

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.


Happy RPG Making!