
This will cause actor x to lose y amount of JP. If z is used, z will be the class the JP is gained for.

JP gained this way will not be modified by any JP Rate traits provided through notetags. This will cause actor x to gain y amount of JP. If z is used, z will be the class the JP is earned for. JP earned will be modified by any JP Rate traits provided through notetags. This will cause actor x to earn y amount of JP. The following are script calls you may use: $game_actors.earn_jp(y) If this notetag isn’t used, then the default JP gain will be equal to the amount set in the module through the constant ENEMY_KILL. If this notetag isn’t used, the amount of JP earned will equal to the ACTION_JP constant in the module.Ĭhanges the amount of JP gained for killing the enemy to x. When the actor successfully hits an target with this action, the actor will earn x JP. Insert this notetag into the notebox of skills or items. If this notetag isn’t used, the object will default to 100%. This affects JP earned and not JP directly gained. Insert this notetag in the noteboxes of actors, classes, weapons, armours, or states to gain its effects. Though this script provides no usage of JP by itself, future Yanfly Engine Ace scripts may make use of it. This script provides modifiers that adjust the gains for JP through rates, individual gains per skill or item, and per enemy. JP is a currency similar to EXP that’s gained through performing actions and leveling up in addition to killing enemies.

This script provides a base for JP implementation.
