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[YERD] Custom Skill Effects 2.0

Custom Skill Effects
Last Update: 2009.04.12
By: Yanfly

Introduction
This is actually a merging of two Yanfly Engine ReDux scripts with a bit more features tacked on top of it all. With this script, you can do all sorts of things regarding miscellaneous skill properties and effects. You can alter costs beyond RPG Maker VX's default limitations and then some. In addition to that, there's now a Rage system added to the work of things, which basically functions like a mini-overdrive system. Skills can now have warm up preparation, casting time, and recharge. There's even a fatigue system added for skills that are too powerful for their own good. If you want your skills to produce unique effects and you know a bit of scripting, there's some templates to make life super easy for you as well.

Having skills cost only MP is boring. Having them sacrifice health, cost rage, and having recharge is a lot more interesting and adds more depth to battles. This script provides that flexibility. It allows for skills to cost a percent of your max MP, cost HP, a percent of max HP, a new stat called rage, and even custom costs if that's what you prefer. Also with this script comes and adds a new dimension to skill properties. There exists a recharge system and limited usage system to add more dimension to your battles.

The main things this script offers are changes to the default property of skills using only MP to perform actions. Now, skills can require a percentile of your MaxMP to cast (for those more powerful skills or if you just happen to have incredibly high MP growth on a character). Physical characters who have low MP but high HP can now have skills that cost HP or a percentile of their MaxHP to perform skills. Bounty hunter and mercenary types can now feed off of gold to perform skills. There is also a rage stat which increases whenever characters attack, get attacked, or use skills. Rage can be treated like a mini-overdrive system of sorts, too. And if those costs types aren't satisfactory, there is a custom cost template which is provided with the script to allow for some Lunatic Level scripting. You can then use things such as items, variables, anything your imagination (and scripting proficiency) allows you to do.

In addition to all that stuff, skills can now require recharging after usage. This makes it so that powerful skills cannot be spammed over and over again even if the user has enough MP to cast them and allowing more balance when creating skills. Alongside the recharge property, there is also now a limited usage property. You can limit the amount of times a skill can be used per battle (as shown in the screenshots below). When the skill is used to its limit during battle, it'll be disabled until the next battle where your actors will have access to that skill once again.

Screenshots
cse_0_title.jpg


Script
Click here to view it.

Instructions
Since this is a big script, I've included a number of screenshots to explain everything (hopefully).

cse_howto1.jpg


This is basically how you would use this script for the most part. Just open up your skills tab in the database editor and input one of the tags into the notebox for it to have an effect. For example, in the screenshot above, <cost cur mp 65535> will cause the MP cost for that skill to become 65535 MP. Poor Halbarad would never be able to use it.

<cost cur mp x> x is the value which the MP cost will become directly.
<cost max mp x> x is the value which the MP cost will become as a percentage to the user's max MP.

Module related options you can edit:

YE::BATTLE::USE_ICONS
- If true, skill costs will use icons instead of words.

YE::BATTLE::MP_ICON
- This value sets the icon ID to replace "MP Cost" in the skill menu.

YE::BATTLE::MP_COST
- This string determines how you want MP Cost to show if you're not using icons.

---------

cse_howto2.jpg


There is now a recharging property for skills. If you use a skill with the <recharge x> tag in its notebox, it will begin undergoing recharge. When it's undergoing recharge, that skill cannot be used until it is done recharging.

<recharge x> x is the value which determines the number of turns the skill will recharge for.

Module related options you can edit:

YE::BATTLE::REPLACE_ICON_RECHARGE
- If set to true, this will replace the default skill cost with the recharge statistic.

YE::BATTLE::RECHARGE_ICON
- This value sets the icon ID to replace "Turns Until Recharged" in the skill menu.

YE::BATTLE::RECHARGE_MSG
- This string determines how you want Turns Until Recharged to show if you're not using icons.

---------

cse_howto3.jpg


Some skills can have limited usage per battle. If you input <limit uses x> into the notebox, you can set how many times max you would allow for a skill to be used. Once a skill is used up past its max, it cannot be used until the next battle starts. Even dying and reviving won't bring it back.

<limit uses x> x is the value which determines how many times per battle a skill can be used before it becomes disabled.

Module related options you can edit:

YE::BATTLE::REPLACE_ICON_USAGE
- If set to true, this will replace the default skill cost when a skill is used up for that battle.

YE::BATTLE::USAGE_ICON
- This value sets the icon ID to replace "Used Up" in the skill menu.

YE::BATTLE::USAGE_MSG
- This string determines how you want Used Up to show if you're not using icons.

---------

cse_howto4.jpg


Rage is a new statistic added to battlers in this script. Rage can be increased a number of ways. The skills that cost rage will not become usable until the actor with the skill has enough rage for it to be used. You can basically think of it like a miniature overdrive system.

<cost rage x> x is the value which determines the rage cost for the skill.

Module related options you can edit:

YE::BATTLE::INC_RAGE_ATTACK, INC_RAGE_DAMAGED, INC_RAGE_SKILL
- If these are set to true, they will respectively allow an increase in rage from attacking normally, being damaged, and using skills.

YE::BATTLE::NUM_RAGE_ATTACK, NUM_RAGE_DAMAGED, NUM_RAGE_SKILL
- These values determine the increase in rage if any of the above are set to true.

YE::BATTLE::RAGE_ICON
- This value sets the icon ID to replace "Rage Cost" in the skill menu.

YE::BATTLE::RAGE_COST
- This string determines how you want Rage Cost to show if you're not using icons.

YE::BATTLE::MAX_RAGE
- This value determines how high rage can increase.

YE::BATTLE::RAGE_RESET_BATTLE
- If set to true, rage resets at the start of each battle for every character.

---------

cse_howto8.jpg


If you wish for some skills to raise rage manually, you can add the <rage boost x> tag into your skill's notebox. Note that even though the number you've put in for rage can go past its max, rage will automatically scale it back down to maximum capacity.

<rage boost x> x is the value which the skill will raise the rage meter by.

---------

cse_howto5.jpg


Skills can now cost HP, too, instead of MP. You can set it to cost either a static amount of HP or a percentile amount of HP. Note that with a particular module option, you may allow for players to even use skills that go beyond their HP capacity and cause them to die. I will not take responsibility for anything of the sort happening so there's not a single chance in hell I'd allow you to sue me for your players sacrificing themselves to death.

<cost cur hp x> x is the value which determines the static HP cost of the skill.
<cost max hp x> x is the value which determines the percentile HP cost of the skill based on the actor's max HP.

Module related options you can edit:

YE::BATTLE::HP_ICON
- This value sets the icon ID to replace "HP Cost" in the skill menu.

YE::BATTLE::HP_COST
- This string determines how you want HP Cost to show if you're not using icons.

YE::BATTLE::ALLOW_DEATH_HP_COST
- If set to true, players can use skills that can potentially kill the actors through HP cost.

---------

cse_howto6.jpg


In addition to recharging, there is now a preparation property added. At the start of battle, not all skills will be available from the start. In fact, they'd have a wait a few turns first if you use the <prepare x> tag in your skill box. Once those turns are passed, that skill is ready and good to go.

<prepare x> x is the value which determines how many turns after battle has started before the skill is usable.

---------

cse_howto7.jpg


For the mercenary types, some skills can require a gold cost, too. You can set it to cost a set amount of even a percentage of your entire gold. This is pretty straight forward in how the skill cost functions.

<cost gold x> x is the value which determines the static cost of the skill.
<cost max gold x> x is the value which determines the percentile cost of the skill.

Module related options you can edit:

YE::BATTLE::GOLD_ICON
- This value sets the icon ID to replace "Gold Cost" in the skill menu.

YE::BATTLE::GOLD_COST
- This string determines how you want Gold Cost to show if you're not using icons.

YE::BATTLE::MGOLD_COST
- This string determines how you want Max Gold Cost to show if you're not using icons.

---------

cse_howto9.jpg


Some skills can now be charged a number of turns before they're cast. During that time, the character cannot act or input any new commands nor can you cancel that character from continuing to cast. However, once that character becomes dead, unable to move or act, or becomes silent, the casting is halted prematurely and the skill fizzles and you'd have to start all over again.

<cast time x> x is the value which determines how many turns the skill is required to cast for.

Module related options you can edit:

YE::BATTLE::CHARGE_MSG
- This string displays what message you'd like to appear when an actor starts charging a spell.

YE::BATTLE::CHARGE_CON
- This string displays what message you'd like to appear when an actor continues charging a spell.

YE::BATTLE::CHARGE_SND
- This determines what sound will be played when an actor starts charging a spell.

Fatigue is a new property added to the skill pool, too. After an actor finishes casting a spell (for example, a really powerful one), that actor becomes fatigued. This does not count as a status effect or anything else and healing won't help it (unless you script it to), but it does not allow that actor to perform any actions until the fatigue wears off. You can set how many turns a spell will cause fatigue for through the fatigue tag.

<fatigue x> x is the value which determines how many turns the actor will be fatigued for.

Module related options you can edit:

YE::BATTLE::FATIGUE_MSG
- This string displays what message you'd like to appear when an actor becomes fatigued from using a skill.

YE::BATTLE::FATIGUE_SND
- This determines what sound will be played when an actor becomes fatigued.

---------

cse_howto10.jpg


For those with a bit more scripting experience or wouldn't mind trying it, you can go ahead and script your own custom costs to your skills. I'm not going to go into detail about it, but if you read the included instructions inside the script, everything should become pretty self explanatory.

<cost custom x> x is the case number which will determine how you want your skill cost to end up showing.

Notes
I kinda want to play Guild Wars again. c_c

Compatibility
- Works with KGC Steal and OnScreenBattle.

Terms and Conditions
Just give credit where due.

Credits and Thanks
-Guild Wars Icons

Originally Found Here: Here
 
That's a great idea! You can basically make skills that will eat up almost all your HP but does a lot of damage, so it's all about strategy.

I like it. Will try it out soon.
 
Major update.
- Merged Custom Skill Effects with Custom Skill Properties
- Added Preparation charge.
- Added Cast time.
- Added Fatigue system.
- Standalone from other YERD scripts now.
 

bukai

Member

with your script l can't use skills from the menu anymore.
please try to fix it.

edit: maybe it might help you...
the skillnotes:
<cost max mp 9>
<recharge 1>
 
Man AWESOME script! The only problem is, when i want to use it with the RPG Tankentai Sideview Battle System, it doesn't work. Is there anyway you could make this compatible?
 
I've seen several of your works and i need to say that in adition to the scripts being very nice your presentation of them on a forum is very nice as well. Bang up job all around here
 
Very good script, but I was wondering if it would be possible to use these effects on items? Like have a potion that heals you to 150% of your HP or something like that.
 

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