You can set up variables and whatnot for your skill cost display text. This notetag runs an eval before displaying the skill's cost.
This runs the code between the notetags upon using the skill.Ĭustom Cost Display For those with a bit of JavaScript experience, you can add new ways to If the value is set to false, the skill won't If value is set to true, the skill will be useable provided that all other Notetags to restrict a skill and what kind of code to process when executing If visible is set to false, the skill isĬustom Requirements and Execution For those with a bit of JavaScript experience, you can use the following If the visible is set to true, the skill is shown (not hidden) and enabled Piece of code, 'cost' is a variable already predefined with the TP CostĬustom Show Requirements For those who would like to show certain skills and disable them under anyĬustom conditions using their JavaScript knowledge, use the following: This allows the skill to have a custom TP cost based off of code. Piece of code, 'cost' is a variable already predefined with the MP Cost This allows the skill to have a custom MP cost based off of code. Piece of code, 'cost' is a variable already predefined with the HP Cost This allows the skill to have a custom HP cost based off of code. For effects, this will also extend towards item control, as well. Skill Costs For users who want more control over skill costs and skill effects, thereĮxists notetags that allow you to apply code to the costs and/or effects ofĪ skill. In place of the default settings or settings defined by the Class orįor advanced users who have an understanding of JavaScript, you can use the following features added by the plugin to further enhance what you can do with your game project. With states that contain these notetags will display those swapped gauges If you wishįor that slot to display nothing, insert 'Nothing' or 'Null' in place ofĪctors with equipment or states that contain these notetags or enemies 'TP' to have it display that gauge type in that gauge slot. This will change gauge x (1, 2, or 3) to y. In the database, nothing will be shown for the third slot. Note: If you do not have 'Display TP in Battle' checked under the System tab You use any plugin extensions, they can be swaped in as well. HP, MP, and TP and does not override the default gauge drawing process. You want assuming that all the plugins you use will keep the same order of Gauge Swapping This plugin also lets you swap around the HP, MP, and TP Gauges to any order This will ONLY apply to skills that haveīeen learned and not skills added through traits. Skills are listed, the skill will be hidden and disabled if any one of the Will hide and disable this skill if skill x has been learned. This will hide and disable the skill outside of battle. This will hide and disable the skill during battle. Plugins that will alter a character's MaxTP values. This helps bypass the database's hard limit of 99.Ĭhanges the skill to cost a percentage of the character's MaxTP value.Īlthough the default MaxTP is 100, this tag will be useful for any This helps bypass the database's hard limit of 9999.Ĭhanges the skill to cost a percentage of the character's MaxMP value.Ĭhanges the skill to have x as its TP cost. HP cost functions so this would allow skills to use HP as their cost.Ĭhanges the skill to cost a percentage of the character's MaxHP value.Ĭhanges the skill to have x as its MP cost.
These notetags can adjust either skill costs or special skill effects.Ĭhanges the skill to have x as its HP cost. Here is a list of Notetag(s) that you may use. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.
RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. This plugin also includes the ability for battlers to swap their HP, MP,Īnd/or TP gauges for something different if it would fit the characterīetter (for example, some classes don't use MP and/or TP). Plugin, but this plugin will provide a core handling for skill costs and Although not all components are required for a skill, theyĬertainly make up a good chunk of it. Introduction Skills in RPG's consist of three main components: Costs, Damage, andĮffects. This plugin is a part of the Yanfly Engine Plugins library. Place the following plugins below this plugin located in the Plugin Manager if you plan on using them. The following plugins are Extension Plugins that require this plugin as its Parent Plugin. Got errors with your RPG Maker MV plugin? Click here.
This is a plugin created for RPG Maker MV.įor help on how to install plugins, click here.įor help on how to update plugins, click here.