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Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Skill Upgrade
  • Original author: Kread-EX
  • Original date: December 25, 2012
  • Source thread: https://forums.rpgmakerweb.com/threads/skill-upgrade.7420/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)

Summary

Skill Upgrade Version: 1.07 Author: Kread-EX Introduction

Archived First Post

Skill Upgrade
Version: 1.07
Author: Kread-EX

Introduction
Allows to upgrade/downgrade skills with either JP, gold, or a game variable. It was requested by Rukaroa based on Yanfly's game Generation Overzeal.

Features

  • Ability to upgrade and downgrade skills.
  • 3 possible "currencies". JP (with the JP Manager), gold or a custom game variable.
  • Skills can morph into another one after a certain level.
  • Probably more but I never know what to type in this section.
Screenshots

upg1.jpg


upg2.jpg

Here, demonstrating skill morphing.​
Instructions
Before everything, you should put this script below the JP Manager if you intend to use JP for upgrade.

To call the scene use this in a call script event command:
 SceneManager.call(Scene_Upgrade)
Default configuration
The script has a configuration section, where you set up the default behavior (common for all skills). It’s commented, but there’s one particularly important one:
 

# Default upgrade formula.UPGRADE_FORMULA = "cost * level"This formula calculates the JP cost for the next level. It’ll be evaluated, so please enter valid Ruby syntax. Note that “cost” refers to the base JP cost and “level” to the next skill level.

Tagging skills
You can tag each skill to make it behave differently from the default. You can put the following tags in the skill’s notebox:
 

<upgrade_cost: x>This is the base cost of the skill.
 

<upgrade_formula: string>The formula to calculate the JP/Gold/Variable cost. Overrides the default formula and needs to be valid Ruby syntax.
 

<max_level: x>The maximum level a skill can attain.
 

<upgrade_damage: x>Every level, the skill’s damage will raise by x%.
 

<upgrade_mp: x>Every level, the skill’s MP cost will raise by x%.
 

<upgrade_tp: x>Every level, the skill’s TP cost will raise by x%.
 

<level_morph: x, y>At level X, skill will become skill Y. This is a one-way process and downgrade won’t be available after a morphing.

Compatibility notes
Integrates well in menus made by Yanfly. Shouldn't be used with Grathnode Install.

Script
Direct Download!
Blog page

Terms of use
You are free to adapt this work to suit your needs.
You can use this work for commercial purposes if you like it.
Credit is appreciated.

Features Mentioned

  • Ability to upgrade and downgrade skills.
  • 3 possible "currencies". JP (with the JP Manager), gold or a custom game variable.
  • Skills can morph into another one after a certain level.
  • Probably more but I never know what to type in this section.

Downloads / Referenced Files

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License / Terms Note

Terms of use You are free to adapt this work to suit your needs. You can use this work for commercial purposes if you like it. Credit is appreciated.

Referenced Images / Attachments

upg1.jpg
upg1.jpg
upg2.jpg
upg2.jpg
Creator Claims / Removal

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#rgss3#script-archive

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