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2
RPG Maker Scripts / MOVED: [MV] ICF-Soft - Skill Core
« Last post by Blizzard on April 17, 2019, 10:11:49 PM »
3
RMMV Script Database / [MV] ICF-Soft - Skill Core
« Last post by ICF-Soft on April 17, 2019, 09:43:15 PM »
ICF-Soft Skill Core
Authors: ICF-Soft
Version: 1.00
Type: Skill Add-on
Key Term: Custom Skill System

Introduction

This plugin allows to give skill costs, conditions and variations to skills.

Features

  • Custom skill conditions
  • Custom skill costs
  • Skill variations

Screenshots

No screenshot required.

Download

You can downolad from here.
You can find blog entry and check for updates here.

Instructions

It needs ICF-Soft Main Utility to work.

Like other plugins it works with notetags.
There are current skill notetags:

Code: [Select]
<hp cost value value%>
<mp cost value value%>
<tp cost value value%>

 - Add skill costs. You can give a fixed cost, a percentage cost or both.

Code: [Select]
<cparam cost value value%>
 - Add skill cparam cost. You can use the name of cparam.

To give skill conditions you can use these notetags:

<custom conditions>
</custom conditions>

You can use these commands inside tags.

Code: [Select]
hp [=|!=|>|>=|<|<=] value [percent]
mp [=|!=|>|>=|<|<=] value [percent]
tp [=|!=|>|>=|<|<=] value [percent]
cparam [=|!=|>|>=|<|<=] value [percent]

 - Add hp, mp, tp and cparam value requisites. It can be equal, not equal greater than, greater or equal, lower and lower or equal a value. By placing the word 'percent' or a percent symbol it can be a percentage.

Code: [Select]
switch n [on|off]
 - Add switch condition to be on or off.

Code: [Select]
variable n [=|!=|>|>=|<|<=] value
 - Add variable condition that can be equal, not equal greater than, greater or equal, lower and lower or equal a value.

Code: [Select]
js code
 - Add a custom javascript condition.


To give skill variations you can use these notetags:

<skill variation name>
</skill variation>

Name is used to determine what variation is used. You can give same variation names to different skills.

You can use these commands inside tags.

Code: [Select]
hp cost x y%
mp cost x y%
tp cost x y%
cparam cost x y%

 - Changes the cost of a skill.

Code: [Select]
hp [damage|recover|drain]
mp [damage|recover|drain]
cparam [damage|recover|drain]

 - Changes damage type.

Code: [Select]
icon x
 - Changes icon.

Code: [Select]
elements elm elm elm
elements override elm elm elm

 - Adds damage elements to skill. By using 'override' the standard damage elements that a skill has will be overriden.

Code: [Select]
name
 - Changes skill name.

Code: [Select]
evalformula
 - Changes eval formula.

Code: [Select]
effects x x x x
 - Add subeffect sets taken from main utility notation. You can add multiple sets. Refer to main utility readme file.


There are also notetags for actors, classes and enemies:

Code: [Select]
<skill variation names name name name name>
 - Adds variation names to be used. The order when picking a variation name  is from left to right, first for actor/enemy, then for it's class. It can work with plugins that give classes to enemies.

All info you'll need can be found inside help section.

Compatibility

No compatibility issues yet.

Terms of use

Free for commercial and non-commercial games.
If commercial, a free copy of your game whould be fine.
Credit to ICF-Soft.
Do not repost without permision.
Credits and Thanks

  • ICF-Soft

5
RMMV Script Database / Re: [MV] More keys to Conditions
« Last post by Crixus on April 16, 2019, 05:17:19 PM »
Thank you.
6
RMMV Script Database / Re: [MV] More keys to Conditions
« Last post by Blizzard on April 16, 2019, 10:40:59 AM »
Just had to change the topic title and remove a key term (only one key term is supported) and now it works fine. :)
7
RPG Maker Scripts / MOVED: [MV] More keys to Conditions
« Last post by Blizzard on April 16, 2019, 10:39:08 AM »
8
RMMV Script Database / Re: MV - Plugin - More keys to Conditions
« Last post by Crixus on April 12, 2019, 11:34:15 PM »
It was my mistake.
See if you agree with the model.
9
RMMV Script Database / Re: MV - Plugin - More keys to Conditions
« Last post by Blizzard on April 12, 2019, 02:09:02 PM »
Please use this template so your script can appear properly in the Script Database.
10
RMMV Script Database / [MV] More keys to Conditions
« Last post by Crixus on April 09, 2019, 03:10:53 AM »
Keys Module
Authors: Crixus/RpgBoss
Version: 0.1
Type: Tool
Key Term: Scripting Tool

Introduction

There are three types of events for conditions with keyboard buttons.

Features

  • js_keyDown: When you press the key, if holding the command will not repeat, it will only happen once
  • js_keyPress: For key pressed, this works for all letters, digits and calc keys, but does not work on others because they are for the exclusive use of the Rpg Maker System
  • js_keyUp: This works after using the KeyDown, you do not need to create a KeyDown condition, just hold the key for a short time and release

Screenshots



Video - How to use:
https://www.youtube.com/watch?v=-IMNR-BI7Uw

Video - First tests:
https://www.youtube.com/watch?v=XHRxAhbvfjQ

Demo
NONE


Script

(click to show/hide)

Instructions
In the event command "Script" you must put the Global variable of your preference.

Here is an example of creating a keydown that will have a only action when pressed but may have another action when released.
Due to the "timer" the action will only occur if it is held for 0.4 seconds (40% of 1 second):
Quote
<>IF: Script : js_keyDown == "KeyJ"
   <>//Comment: Only Action
   <>
:END
<>IF: Script : js_keyUp == "KeyJ"
   <>//Comment: After Only Action - Optional
   <>
:END
<>

This is the best way to use a pressed key that loads some value or animation:
Quote
<>IF: Script : js_keyPress == "KeyH"
   <>//Comment: Charging Power
   <>
:END
<>

An example of Skill in map (ABS):
Quote
<>IF: Script : js_keyPress == "KeyH"
   <>Animation: ki-charging, Wait
   <>Op Variable: [xxxx:Kamehame-ha!] += 1
   <>
:Else
   <>IF: Variable[xxxx:Kamahame-ha!] >= 5
      <>Animation: Kamename-HA!!!!, Wait
      <>Op Variable: [xxxx:Kamehame-ha!] == 0
   :End
   <>
:End
<>
In GITHub you have the menu for tests of keyboad:
https://github.com/BossRpg/keys_module

Compatibility

None so far.

Credits and Thanks


Author's Notes

The system itself does not work perfectly with the standard Rpg Maker directional keys.
For more support:
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