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> Skill Select system
Tsukihime
post May 7 2012, 12:06 AM
Post #1


Level 25
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Group: Revolutionary
Posts: 560
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RM Skill: Undisclosed
Rev Points: 25




Release thread: http://www.rpgmakervxace.net/topic/3592-skill-select-system/
I might not update this page.



Battle Skills demo
Tsukihime

Introduction

This system extends the default skill system by restricting players to only a select number of skills that they can bring into battle. The restriction applies only during battle; you may use any skills you want outside of battle.

There are two types of selection skills:
-active
-passive

Active skills are skills that take effect only when you use it, while passive skills are constantly in effect as long as they are equipped.

Passive skill effects currently are not implemented so the only thing you can do is equipthem and do nothing with them.

Features

-Skill selection setup
-skillpoint costs for each skill, along with skillpoint growth for actors
-Active/passive skills are optional; normal skills are available in battle by default
-passive skill effects: activated when passive skill is equipped
-multiple skill sets. Easier to set up your actors rather than having to re-equip all skills depending on the situation.
-passive effects can alter all parameters, party effects, and special effects.

Usage

Copy the script.
Make some configuration changes if necessary

For each skill that requires skill selection, you have to add in the notebox

CODE
<select: type>
<sp: 20>


Where type is one of "passive" or "active" without quotes.
Sp specifies the skillpoint cost for that skill, and is optional.

In each actor's notebox, you can set the growth levels for the max number of active or passive skills using the following syntax

CODE
   <max active>
   1:1, 5:2, 10:3
   16:4
   23:5
   </max active>


Where each pair of values represents level and max_skills that you can use. The same applies to passive skills, except it's "max passive".

Note that you can place multiple entries on the same line separated by commas if you don't want your notebox to get lengthy.

More instructions at top of script.

Screenshots

Here's a list of skills I have
img


Here are the skills I've selected for battle
img


And now we only have the skills we selected available
img


Download

Script: http://db.tt/72p0fr08
Demo: http://db.tt/gynVBYrl

This post has been edited by Tsukihime: May 10 2012, 01:46 PM


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Tsukihime
post May 10 2012, 01:40 PM
Post #2


Level 25
Group Icon

Group: Revolutionary
Posts: 560
Type: None
RM Skill: Undisclosed
Rev Points: 25




The script has been updated.

You can specify which skills must be equipped in order to use (everything else can be used when learned by default).
There are two types: passive and active.

Active skills are just what they mean; when you equip them, you can use them in battle.
Passive skills are activated whenever they are equipped.

It supports the use of skill points to equip skills. You can specify skill point growth over time (no formulas, only hardcoded level/value pairs right now). You can specify how many skill points a skill requires to equip.

It supports multiple skill sets. Saves you the effort of having to re-quip everything again and again, when you can just switch between skill sets.

It supports passive effects that activate when the passive skill is equipped.

When I say "passive effect" it means things like

-increasing your parameters (max HP, max MP, atk, def, hit rate, critical rate, counter attack rate, exp rate, HP regen rate, TP regen rate, etc.)
Basically all of the parameters available in-game.

-party effects. This includes encounter half, encounter none, double drop, double gold, pre-emp, no back attack

-special effects. For things like auto battle, guard only, etc.

I will be adding support for passive states and elemental dmg/resist modifiers later.

This post has been edited by Tsukihime: May 10 2012, 01:43 PM


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