

- #Rpg maker mv damage formula upgrade
- #Rpg maker mv damage formula code
- #Rpg maker mv damage formula free
A starting level is not defined, thus the plugin will just set it to 1. Sets the level of skill id x for actor to y.Īdds y to the level of skill id x for actor. y is optional! If you choose to keep y, then y will be added to the returned value. So if the skill is Level 1, it will return the first value and if it’s level 2, it’ll return the second value. So why did we use it this way again? That’s because, as I said, this script call will return the values that you defined. I would put into the damage formula for this skill not a regular number but instead I would use this script call (like so: a.currentValue(4, “Damage”)). Let’s say its skill ID in the database is 4 and the value that we defined is still “Damage”. If we keep the “Fire” spell example from above. This means that this script call will make it possible for you to use your upgraded values. Damage, Cooldown, Mana cost or whatever you modified) for the current actor. It returns the current Value of your defined “value” (e.g. So first of all, what does this script call even do? The notetag above is the first step to indicate a change to the player but it will not actually do anything if you do not use this script call. Here we have the second most important command in this plugin. In the following I will use “actor” as an abbreviation for “$gameActors.actor(x)”.
#Rpg maker mv damage formula code
Will execute any code between the two tags each time the skill is leveled up. You may use the variables level (= the skill’s level) and user (= actor in question). Will set the Item/Weapon/Armor x (x is the ID of the item) cost of this skill to expression y. Will set the gold/job points cost of this skill to expression x.
#Rpg maker mv damage formula upgrade
Will set the Upgrade Points cost of this skill to expression x. It is only a keyword for the plugin to recognize the notetag and has no meaning for the skill itself. Please do not get confused by the word “Value” in the notetag. At level 2 it displays a damage of 75 … and so on. This means at Skill Level 1 the Upgrade window displays a damage of 40. In the upgrade window I want to show the property “Damage” to indicate to the player that the Damage will increase with each upgrade. To make this notetag clearer with an example: You can have as many of these as you like but of course the only logical thing to do is to have as many as the maximum skill level. a/b/c/d/e are the values for the respective level of the skill.Ī means the value of property x at skill level 1.ī means the value of property x at skill level 2.

For example “Damage” (without the quotes!). This notetag allows to define the properties that will be shown in the window and the values for each skill level. You will need to use this to define a maximum level. If you do not define a starting level for a skill, it will be set to 1 by default. This actor/class gains x Upgrade Points upon levelling up. This actor/class starts the game with x Upgrade Points.Īctor notetags have priority over class notetags.
#Rpg maker mv damage formula free
If you cannot get it to work feel free to ask (and hope that I don’t take another 1 year hiatus, lol.). Please make sure that you read everything thoroughly. Anything highlighted this way has to be used somewhere if you want to see any results. Those essential notetags will be highlighted in red down below. There are a few plugin parameters that you can adjust and you will need to use a few notetags for this plugin to properly work. (By the way I’m switching to Mediafire for new plugins because Dropbox grinds my gears :] ) Usage Examples at the bottom of the page! It works with Yanfly’s plugins as well, which means that you can alter things like Cooldown or Life steal etc. This plugin will allow you to upgrade skills, increasing their effectiveness (e.g. If I ever get to it, I will polish the plugin, of course. Before the introduction text please read this: I am aware that the plugin still has some issues (noted at the very end) but as most of you will have noticed I haven’t done anything RPG Maker related in a very long time.
