$D13x – Skill Levels

#===============================================================================
# ☆ Introduction
#——————————————————————————-
# This script gives skills – levels.
# You can have different growth types, exp requirements, max level,
# level name and damage multiplier for each skill.
# Simple notetag usage.
# Plug-N-Play.
#

Note:

in the screenshot i have 350/300 HP . This is not a fault of this script, i did (at the time of the screenshot) have 350/300 HP (dont ask :p)

Script Link

Requires $D13x – Statistic Control << LiNK

18 thoughts on “$D13x – Skill Levels

  1. Elarion says:

    Awesome script.
    I wanted to ask, how can I get the level of a actor’s skill? I would need to use it as check in some branches (set the skill level in a variable, check if the variable has a required value).
    Thank you again for making such wonderful scripts!

  2. Dekita-RPG says:

    no need to use a variable..
    simply use this script call in the script section of a conditional branch.

    $game_actors[ACTOR_ID].skills_lv(SKILL_ID) >= 5

    this will check if ACTOR_ID’s SKILL_ID is level 5 or more 🙂

    or
    $game_actors[ACTOR_ID].skills_exp(SKILL_ID) >= 500
    this will check the current EXP value for the skill 🙂

  3. Cyg says:

    Seems like this only seems to help damaging or healing skills. Is there a way to make skill levels boost status skills as well? By boosting success rate or even skill speed (under the ‘logic’ that the more you use a skill or an action, the faster and better you can do it)? like:

    Lv.1 : +1% success rate, +1 Attack Speed
    Lv.2 : +2% sucesss rate, +2 Attack Speed

    etc.

  4. Inominavel says:

    Hey Dekita!
    Congratulations on the script, it’s great.

    I would like to ask him one more thing ..
    I realized that despite the skill level rises, your chance to hit remains the same. In fact, only a multiplier of damage is done, when I have lots and lots of strategic skills, which are based more on chance to hit.
    I wonder, you can add the Exp_Set a “Multi Hit” beyond “DMG Multi”? This really solved my problem =)

    Thanks in advance!

  5. Dekita-RPG says:

    @Cyg, no there is not.

    @Yin, the only ‘features’ that can be multiplied are either x/s-params (if using my stat control script) or atk/def elements (if using my element control script). with things like atk speed and atk times and other features like that, no it cannot be done.

    @Inominavel, this can already be done (in a round-about way) by adding a small amount of x-param 0 (HIT) to each of the skills which would mean that when each skill levels up the actors HIT increases, but it would increase for all skills, not only the skill used.

  6. Kurosawa Hikaru says:

    Excuse me, is it possible to level up skills via distribution points or any kind of point like that? Sorry for my bad English :p

  7. Dekita-RPG says:

    Yes, but I havent released the skill upgrade script yet. When I do, you can use SP (Skill Points) to choose which skills level up etc..
    I will be releasing my new scripts soon. )

  8. Diego says:

    Is it possible to choose the level you want to use for the same skill? My idea: I have a sword blast skill lv 2, but the lvl 1 version costs 2 sp and the level 2 cost 5 sp and do more damage, for finishing a enemie with 1 hp i can choose to use the lvl 1 version. Is it possible?

  9. Nyne says:

    The damage multiplier on HP damage and MP damage skills doesn’t work but it does work on skills that increase params from the statistic control script

    1. Dekita-RPG says:

      I just checked, it does.
      If you go to line 373 in the script and change the apply variance method to this one…

        #--------------------------------------------------------------------------
        # Apply Variance Mod ( HEAVY ALIAS )
        #--------------------------------------------------------------------------
        def apply_variance(damage, variance)
          user = @skillev_user
          item = @skillev_item
          orig = _APV__skillev(damage, variance)
          p "Damage BEFORE Skill Level Mod= #{orig.to_i}"  if user.is_a?(Game_Actor)
          if item.is_a?(RPG::Skill)
            orig = apply_skill_variance(user,item,orig)
            do_dmg_exp_eval(user, item, orig)
          end
          p "Damage AFTER Skill Level Mod= #{orig.to_i}"  if user.is_a?(Game_Actor)
          orig
        end
      

      It will print the damage value to the console, for before and after the skill level damage multiplier is taken into account. make a skill that does 100 damage and level it up and you will see the difference 🙂

  10. Nyne says:

    I’ve changed the lines in the script and there is no difference. I’m not sure what I’m doing wrong; the damage on all of the skills, no matter their level or multiplier, remains the same.

    1. Dekita-RPG says:

      I really have no idea why thats happening for you.
      I just tested, I made a skill that dealt HP damage to one enemy and its formula was ‘100’.
      At first, the skill damage was 111 (after all other variances taken into account)
      I leveled the skill to level 6 and the damage was 172.
      The Exp_Set DMG_Multi was set to 1.6 for skill level 5.

      Have you tried this within a blank project containing only this script?

  11. Nyne says:

    Ah, thanks for that suggestion it really helped. It seems that Yanfly’s Lunatic Damage script was interfering with the damage multiplier. Appreciate the help. 🙂

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