Changelog: Version 1.2.0


  • Version 1.2.0:
    • Added MZ compatibility;
    • Added a new parameter to specify a list of skills which should not be leveled (like, for example, default attack and guard skills). This prevents this skills from triggering level up animations and having a level added to their names on the skill list;
  • Version 1.1.1:
    • Added support to variables within the SUMMON custom effect clause;
  • Version 1.1.0:
    • Fixed a bug when skill level was not initialized on database. Using the skill would cause the game to crash;
    • Updates custom effect for Add/Remove state:
      • Changed function used to apply/remove state, so that state resistance and intensity are considered. Previously states were added and removed always with 100% chance;
      • Added option to define how likely the state will be applied/removed, much like what we have in the editor;
      • Added options to create conditions before applying/removing states. There's three options: check value of one variable; test one switch; or go wild with an eval clause;
    • Added custom effect integrated with TAA_EnemyReinforcements, allowing skill levels to change reinforcement summoning behavior.
    • Added a new plugin parameter that allows you to disable EnemyReinforcements note tags and use only custom effect for skill levels. If the parameter is disabled, tags included in a skill are always processed, regardless of the skill level. Otherwise, only custom effect SUMMON clauses are considered;
  • Version 1.0.2:
    • Few minor bug fixes;
    • Change in terms of use;
  • Version 1.0.1:
    • Included new custom effects:
      • EVAL clause;
      • Setting variables with eval clauses;
      • Setting switches with eval clauses;
    • Included the option to use intervals for level and xp note tags;
  • Version 1.0.0: Initial release!

Files

TAA_SkillMastery.js v1.2.0 127 kB
Dec 24, 2020

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