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Super Skill Nerf XP - kyonides - 09-06-2025 Super Skill Nerf XP
by Kyonides
Introduction Nerf! Nerf! Nerf your favorite super duper skills! Yes, even up to the point where your heroes can only use them once per battle! Just add the Skill ID to the ONLY_ONCE_SKILL_IDS array and that's it! Or add it to the ONLY_TWICE_SKILL_IDS to cast the skill twice! Or Cool Them Down! Just add the Skill ID to the COOLDOWN_SKILL_IDS and how many turns that skill should not be used and that's it! Example: Code: COOLDOWN_SKILL_IDS = { 12 => 2, 20 => 4 } And just in case you want to clear this skill use limit once per call: Code: $game_party.clear_used_skills! Or if you prefer to clear the cooldowns altogether: Code: $game_party.clear_skill_cooldowns! Version 1.3.x This release includes the ability to change the color of the skill name & its cost based on how many turns are left. This feature can be modified by editing the constants found in the SkillColor module. Terms & Conditions Free as in
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Thank Opozorilo for making the script request. (Optional aka a Joke)
That's it! ![]() RE: Super Skill Nerf XP - Ace_V - 09-12-2025 Love this simple script! I have a test skill that deals an ungodly amount of damage and I wanted to keep it in the final game but was afraid of it making battles too easy, so I was looking for ways to limit its use (the easiest being to make its MP cost very high.) This script is a much better solution! Makes combat more layered as I can lower the test skill's MP cost so the character can still use other skills if they want, and the use of the test skill becomes more nuanced. This script does give me another idea: Would it be possible to add a second function to the script for Hyper Beam-style skills? So the character has to recharge on the next turn and be locked out of any moves (perhaps even with a text on top of the battler sprite saying Aluxes needs to recharge!) RE: Super Skill Nerf XP - kyonides - 09-17-2025 Script Update!
Starting from version 1.1.0 you can now use or abuse of its brand new feature: ![]() ![]() ![]() Just add the Skill ID to the COOLDOWN_SKILL_IDS and how many turns that skill should not be used and that's it! Example: Code: COOLDOWN_SKILL_IDS = { 12 => 2, 20 => 4 } If you want to clear the cooldowns ingame, use this: Code: $game_party.clear_skill_cooldowns! RE: Super Skill Nerf XP - Ace_V - 09-17-2025 (09-17-2025, 01:12 AM)kyonides Wrote: ![]() ![]() ![]() RE: Super Skill Nerf XP - kyonides - 09-19-2025 Skill Updated Once Again!
In Colored Version 1.2.0 and above you can now change the color of the skill name and its SP cost at will! ![]() At least while it is still ![]() ![]() Just go to the SkillColor module and edit its CD_COLORS hash. ![]() This is how the module looks like in its default state: Code: module SkillColor RE: Super Skill Nerf XP - kyonides - 09-21-2025 Game Development is ALL About Nerfing!
Well, this time I've come back to update the normal version and its colored counterpart. ![]() ![]() It now lets ![]() ![]() Just add the Skill ID to the ONLY_TWICE_SKILL_IDS to cast the skill twice! ![]() ![]() ![]() RE: Super Skill Nerf XP - kyonides - 09-26-2025 Maintenance Update
The previous release could crash when the engine is still opening the skill menu. Thus, I was in need of uploading 2 new demos with the fixes to prevent your game from crashing. Because pasting both scripts on the main post is a pain you know where, I preferred to just keep the download link to demos here. RE: Super Skill Nerf XP - Bennerdeben - 10-05-2025 Is it possible to make this work for enemies as well? RE: Super Skill Nerf XP - kyonides - 10-09-2025 Script Update!
After reading an unexpected feature request, I decided that my script should be updated once again to let your ![]() ![]() ![]() ![]() ![]() ![]() ![]() RE: Super Skill Nerf XP - Ace_V - 10-09-2025 Ooh. If this works with skill ratings for enemies, then it'd be pretty game-changing! You could set a skill to a rating of 10 but give it a 2-turn cooldown, so the enemy will (ideally) keep using a specific skill every third turn! This will provide a new layer of planning in combat, particularly if that nerfed skill is quite powerful and the player has to anticipate with healing / barriers /etc. (One could also make that skill remove barriers for yet another layer of strategy) Pretty neat. Thanks kyonides, and thanks Bennerdeben for the suggestion! |