Actors have a weapon proficiency for each weapon type. This weapon proficiency can raise the hit chance, crit chance or have an effect on damage with a change to the damage formula for physical attack skills while they are wielding a weapon of that weapon type.
Weapon proficiency for the currently wielded weapon can be increased by attacking in combat or manually via script command. Each class can have different maximum proficiency for each weapon type. An animation can play during battle when an actor’s weapon proficiency skill increases.
Players can see their weapon proficiency in the default status menu or in Yanfly’s status menu if either of these are set in the plugin settings.
VERSION 1.4 – RPG Maker MV
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I have a couple suggestion: maybe you can include magical elements as proficiencies?
That sounds like a good idea for a different plugin.
What if I changed the hit formula with Yanfly’s plugin? How can I know which parameters are changed by your plugin
No parameters are changed by this plugin, just the final hit/crit calculation is modified. It may or may not be compatible with plugins that change them.
What if we wanted to train outside of battle? How would we raise a particular actor’s weapon proficiency XP or Level through an event?
Ahh seems I didn’t put that data in the help text.
This adds an amount of proficiency exp to wTypeId you specify on actor x. Leave wTypeId blank if you want to add proficiency exp to currently equipped weapon type the actor is using.
Is it possible to give/limit skills players gain if their weapon level isn’t high enough?
That functionality is not built into this plugin, sorry
Is there a way to remove the proficiency for weapons the actor can’t equip?
Not currently, sorry. I might add that in future if I get time to revisit some plugins
Is there a way to grant users new skills when weapon proficiency hits a certain level? i.e. when Sword hits 15/100 I get a new sword skill.
Not via this plugin, sorry. I have had this suggested before and I may add it in the future but no plans as to when
No worries, maybe I’ll take a crack at an enhancement. Do you do script commissions?
Sometimes, depends how time consuming the commission. Contact me via PM at forums.rpgmakerweb.com or on facebook about commissions
Is there anyway to show more then 22 weapons? Or remove weapons the actor can’t use from the list? Half the weapons are cut off.
I didn’t think about someone having that many weapon types in a game. There isn’t a way to display that much info currently but I will see what I can do about removing weapons the actor can’t use from the list when I get time.
That would be awesome. That also would allow the player to have a visual representation of what weapons they can use, which currently they wouldn’t.
Very true – I’ve updated this now to version 1.1, lemme know if any issues
Updated to v.1.2 – added script to get actor weapon proficiency and use in Control Variable event command
Hey. In my game, I’m having all weapon attacks accessed exclusively through skills in a menu as opposed to the default attack command. Is it possible to set skills to give Weapon proficiency XP?
I didn’t actually think of this when I coded it but it should work for all skills. I might even have to go back and check for only physical skills.
Updated to version 1.3 – now only skills designated as Hit Type: Physical Attack will benefit from hit/crit chance change and earn proficiency xp.
Galv, this plugin is conflicting with any plugin that changes the colors of the items / weapon / armor. Which, in an RPG, can not miss. Could you analyze the plugin and see what’s conflicting, please? The plugin tested was the “Cellicom’s Rarity Item Color”. I need this plugin as much as yours. Thank you very much in advance.
What do you mean by conflicting? Crashing? Or stopping that plugin from working?
Crash. When I try to open the proficiency menu the following error appears on the screen: ‘Can not read property’ rarity ‘of undefined’. I also noticed that this error occurs with any plugin that changes the tonality of the name of the items during the game.
Thanks. When reporting errors please give as much detail as possible to the error occurring – it really would help me save time.
I have updated the plugin to version 1.4. I haven’t tested with the plugins you mentioned but I have added code to hopefully make them compatible as they overwrite a base function which causes the crash.
Thank you very much! It looks like it’s really working right now.
This looks great, but I would like to be able to change the max level through scripting as well, much as you can the actual level. Did I miss something in the descrip somewhere, or is there no way to change the max levels dynamically in game?
I don’t think I added it direct, but you might be able to use:
$gameActors.actor(x)._wProfMax[weaponTypeId] = y;
Hey, I love the plugin it’s what i have been looking for but
any chance there is a way to remove the unarmed proficiency from the scene?
this would be greatly appreciated.
Sorry, I don’t have time to do mods to my plugins these days, I recommend asking in a forum if someone can help you do that
No worries, Thanks for replying.
I will look into that.
Hey Galv, I know you don’t have time for modding plugins and all that right now but if you see this I have a question. How can I call the variable of an actors weapon proficiency? I want to use weapon proficiency as a check, if a character isn’t proficient enough with a weapon then they get a debuff. I’m unsure of how to call up that variable though.
Nvm I figured it out, thanks for the awesome plugin!
I’ve the same problem. Can you explain me what you did for resolve it please ? =)
I assume not, but would this plugin work with MZ or no?
Haven’t tried it, but I assume no as well.