$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.


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 responses

  1. Elarion

    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!

    June 22, 2013 at 17:00

  2. 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 🙂

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

    June 24, 2013 at 12:59

    • Elarion

      Awesome! Thank you a lot again 😀

      June 24, 2013 at 15:54

  3. Cyg

    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


    August 25, 2013 at 17:41

    • Yin

      Is there a way to add features or increase the features that are already on a skill through levels?

      January 30, 2014 at 18:35

  4. Inominavel

    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!

    February 11, 2014 at 16:46

  5. @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.

    February 21, 2014 at 02:12

  6. Kurosawa Hikaru

    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

    March 7, 2014 at 20:38

  7. 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. )

    March 7, 2014 at 20:59

  8. Kurosawa Hikaru

    Wow, thank you. I will wait for it 😀

    March 7, 2014 at 21:27

  9. Diego

    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?

    April 8, 2014 at 01:25

    • Nope sorry. That is not possible.

      April 8, 2014 at 13:26

  10. Nyne

    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

    May 26, 2014 at 23:52

    • 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)
          p "Damage AFTER Skill Level Mod= #{orig.to_i}"  if user.is_a?(Game_Actor)

      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 🙂

      May 27, 2014 at 11:17

  11. Nyne

    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.

    May 28, 2014 at 23:30

    • 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?

      May 29, 2014 at 20:18

  12. Nyne

    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. 🙂

    May 29, 2014 at 21:26

    • No problem, Glad you got it figured out. There’s nothing worse when something isnt working quite right and you dont know why :/

      May 30, 2014 at 08:08

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