MV Weapon Proficiency

FEATURES
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
Download Plugin file
Download Demo

41 thoughts on “MV Weapon Proficiency

  1. I have a couple suggestion: maybe you can include magical elements as proficiencies?

  2. Ilic78 says:

    What if I changed the hit formula with Yanfly’s plugin? How can I know which parameters are changed by your plugin

    • Galv says:

      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.

  3. Chance Howe says:

    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?

    • Galv says:

      Ahh seems I didn’t put that data in the help text.

      $gameActors.actor(x).gainWProfXp(amount,wTypeId);

      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.

  4. KDM says:

    Is it possible to give/limit skills players gain if their weapon level isn’t high enough?

  5. Kyonima says:

    Is there a way to remove the proficiency for weapons the actor can’t equip?

  6. Dustin Saunders says:

    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.

  7. Cris says:

    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.

    • Galv says:

      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.

      • Cris says:

        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.

      • Galv says:

        Very true – I’ve updated this now to version 1.1, lemme know if any issues

  8. Cris says:

    Looks good!

  9. Galv says:

    Updated to v.1.2 – added script to get actor weapon proficiency and use in Control Variable event command

  10. Black Noise says:

    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?

    Thanks.

    • Galv says:

      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.

  11. Galv says:

    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.

  12. 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.

    • Galv says:

      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.

      • Galv says:

        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.

  13. Thank you very much! It looks like it’s really working right now.

  14. Brian says:

    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?

  15. Aion says:

    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.
    thanks.

  16. Dope says:

    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.

  17. Concerto Pianist says:

    I assume not, but would this plugin work with MZ or no?

  18. Dante says:

    I was wondering if it would be possible to use this with yanfly’s equip requirements plugin. Specifically a note tag where a proficiency level or higher would be required to equip specific weapons, like in Fire Emblem titles. If need be, I could always commission it, if it’s not already doable and if you’d be up for it.

    • Galv says:

      Not sure if it would be compatible (I think perhaps unlikely). I don’t have time to do commissions these days, sorry.

      • Dante says:

        Ah, no worries then. Regardless, thanks for getting back to me though. Take care. ^_^

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