YEP.28 – Skill Learn System

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.

You can grab the plugin here:

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This plugin enables your game’s actors to learn skills from the skill menu. This can be done via either gold, items, or Job Points. It provides the player an alternate way of acquiring skills aside from leveling up.

Add Ons

  • Fox’s JP Levels – This Plugin adds levels to the Yanfly’s JobPoint System, like Final Fantasy Tactics had. It allows for restrictions on what skills your allowed to buy with the SkillLearnSystem based on the current classes’ Job Level. It allows for restrictions on what class your allowed to equip with the ClassChangeCore based on the current classes’ Job Level. The Job automatically gains levels just by gaining JobPoints.


Introduction


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This plugin enables your game’s actors to learn skills from the skill menu. This can be done via either gold, items, or Job Points. It provides the player an alternate way of acquiring skills aside from leveling up.

This plugin can be used with YEP_JobPoints.js.

It is recommended to place this plugin under the YEP_JobPoints.js plugin in the Plugin Manager.


Notetags


Use the following notetags to make use of the Skill Learn System.

Class Notetag:

<Learn Skill: x>
<Learn Skill: x, x, x>
<Learn Skill: x to y>
Enables the class to be able to learn skill(s) x from the menu. Replace x with the skill’s ID. If x to y is used, this enables the class to learn all the skills from x to y. Replace x and y with skill ID’s.

Skill Notetags:
<Learn Cost: x Gold>
Sets the gold cost of learning this skill to x gold.

<Learn Cost: x JP>
Sets the JP cost of learning this skill to x JP. This note requires YEP_JobPoints.js in order to work.

<Learn Cost> or 
Item x: y 
Weapon x: y 
Armor x: y
</Learn Cost>

or

<Learn Cost>
item name: y
item name: y
</Learn Cost>
Allows you to set the item, weapon, and armor costs of learning the skill. Replace x with the item’s ID and y with the quantity of that item needed. If you decide to use the item name variant, replace the item name with the item’s name as it appears in the database. If multiple items share the same name, the item with the highest ID will be used in the order of item, weapon, and then armor.
*Note: If you are using YEP_ItemCore.js and Independent Items, the learn costs will not include independent items.

<Learn Require Level: x>
Causes the skill to require the actor’s current level to be at least x before the skill even appears on the list to learn.

<Learn Require Skill: x>
<Learn Require Skill: x, x, x>
<Learn Require Skill: x to y>
In order for the skill to appear, the actor must know the other skill(s) of x. If x to y is used, the actor must know all the skills from x to y. Replace x and/or y with skill ID’s.

<Learn Require Switch: x>
<Learn Require Switch: x, x, x>
<Learn Require Switch: x to y>
In order for the skill to appear, the switch(es) x must be on. If x to y is used, all of the switches from x to y must be on in order for the skill to appear. Replace x and/or y with switch ID’s.


Lunatic Mode – Custom Requirements and Costs


For those who understand a bit of JavaScript and wish to go further with customizing the process for the skill learning process, you can use the following notetags:

Skill Notetags:

<Learn Show Eval>
value = true;
value = false;
</Learn Show Eval>
For using a custom code to hide or show the skill, you can use these notetags. Returning value as true will cause the skill to appear regardless of all other requirements being unmet while returning value as false will cause the skill to appear regardless of all other requirements being met.

<Learn Require Eval>
value = true;
value = false;
</Learn Require Eval>
For those who wish to use their own custom requirements using code. This must return value as true in order for the skill to appear to be learnable. Avoid using comments that may potentially block out further code.

<Learn Cost Eval>
code
code
</Learn Cost Eval>
For those who know JavaScript, you can have custom actions be performed after the learning the skill through the learn skill menu.

<Learn Custom Text>
text
text
</Learn Custom Text>
This will be the custom text shown underneath all the main costs. You can use text codes for this.


Plugin Commands


You can use the following Plugin Commands from the Event Editor to alter whether or not you want the ‘Learn Skill’ command to appear in the skill scene or to have it enabled.

Plugin Command:

ShowLearnSkill
Shows the ‘Learn Skill’ command.

HideLearnSkill
Hides the ‘Learn Skill’ command.

EnableLearnSkill
Enables the ‘Learn Skill’ command.

DisableLearnSkill
Disables the ‘Learn Skill’ command.

OpenLearnSkill actor x
Opens Learn Skill menu for actor x.

OpenLearnSkill party x
Opens Learn Skill menu for party member x.


Happy RPG Making!