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> Skill Leveling Script, Spend points to learn/raise a skill's level - ala Etrian Odyssey
Garlyle
post May 19 2009, 01:12 PM
Post #1


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Group: Revolutionary
Posts: 3,375
Type: Developer
RM Skill: Advanced




WARNING
This setup may yet present further bugs, incompatabilities, etc. - It also is NOT optimized for customizability. (...yet)
Do NOT use this script with a Class Change script - class changing will allow for terrible game breakage by the player due to how the script adds skills.
Also, I'm NOT GIVING TECHNICAL SUPPORT FOR THIS SCRIPT ANYMORE.


Updates

v Verian (????) - Verian releases updated script
v0.2 (May 20 '09) - Fixed no sound for cursor movement (Replace Scene_SkillGrowth w/new ver.)
v0.1 (May 19 '09) - Initial Release

Skill Levelling Script (v 0.2)
By Garlyle and Verian

Once upon a time, I worked on RPG games. And for one, I wrote a single, powerful script.
It was basically a recreation of Etrian Odyssey's Custom system.
Each level, the character gains a Skill Point.
This skill point can be put in any of 16 skills.
One point lets a skill be used.
Further points update the skill to a higher level, up to 10
Resulting in characters who can be the same class, but with totally different skillsets!
You can also make skills require up to 3 other skills to be learned.

Verian's Version (Get and use this one; it doesn't lag a computer up as much and has added functionality)

Screenshot


Script
Consists of 6 scripts. As always, paste above MAIN. Putting 'em in out of order may cause issues.

[Show/Hide] 1. Skill_Level_Info

CODE
#Garlyle's Skill Levelling Script
#==================================================================
#This module contains customizable Skill Info
#==================================================================
  module Skill_Level_Info
    SKILL_DATA = {
#==================================================================
# Brawler
#==================================================================
    1 => { "name" =>  { 0 => "HP Up",
                        1 => "MP Up",
                        2 => "ATK Up",
                        3 => "DEF Up",
                        4 => "INT Up",
                        5 => "AGI Up",
                        6 => "Challenge",
                        7 => "Provoke",
                        8 => "War Cry",
                        9 => "Willpower",
                        10 => "Steadfast",
                        11 => "Resilience",
                        12 => "Power Fist",
                        13 => "Eye Poke",
                        14 => "Stunning Fist",
                        15 => "Pummel"},
           "id" =>    { 0 => 1,
                        1 => 11,
                        2 => 21,
                        3 => 31,
                        4 => 41,
                        5 => 51,
                        6 => 361,
                        7 => 251,
                        8 => 171,
                        9 => 181,
                        10 => 191,
                        11 => 251,
                        12 => 211,
                        13 => 241,
                        14 => 221,
                        15 => 231},
           "desc" =>  { 0 => "Increases your maximum HP",
                        1 => "Increases your maximum MP",
                        2 => "Increases your physical strength",
                        3 => "Increases your physical defenses",
                        4 => "Increases your magical prowess",
                        5 => "Increases your speed",
                        6 => "Call out rare monsters to fight you",
                        7 => "Drive enemies into a rage",
                        8 => "Go all-out by sacrificing defense for offense",
                        9 => "Heal your wounds through sheer willpower",
                        10 => "Remove debuffs from yourself",
                        11 => "Buff up to resist ailments",
                        12 => "Strike with extra power",
                        13 => "Blind enemies by targeting the eyes",
                        14 => "Attack with stunning force",
                        15 => "Pound on an enemy repeatedly"},
           "req" =>   { 7 => 6,
                        8 => 6,
                        10 => 9,
                        11 => 9,
                        13 => 12,
                        14 => 12,
                        15 => 12},
           "reqlv" => { 7 => 1,
                        8 => 3,
                        10 => 2,
                        11 => 4,
                        13 => 2,
                        14 => 5,
                        15 => 7},
           "req2" =>  { },
           "req2lv" => { },
           "req3" => { },
           "req3lv" => { }
          },
#==================================================================
# Doctor
#==================================================================
    2 => { "name" =>  { 0 => "HP Up",
                        1 => "MP Up",
                        2 => "ATK Up",
                        3 => "DEF Up",
                        4 => "INT Up",
                        5 => "AGI Up",
                        6 => "Aid",
                        7 => "Medic",
                        8 => "Miracle",
                        9 => "Healing",
                        10 => "Caduceus",
                        11 => "Resuscitate",
                        12 => "Cleanse",
                        13 => "Biologics",
                        14 => "Anesthesia",
                        15 => "Vaccinate"},
           "id" =>    { 0 => 1,
                        1 => 11,
                        2 => 21,
                        3 => 31,
                        4 => 41,
                        5 => 51,
                        6 => 261,
                        7 => 271,
                        8 => 371,
                        9 => 381,
                        10 => 391,
                        11 => 281,
                        12 => 401,
                        13 => 411,
                        14 => 421,
                        15 => 431},
           "desc" =>  { 0 => "Increases your maximum HP",
                        1 => "Increases your maximum MP",
                        2 => "Increases your physical strength",
                        3 => "Increases your physical defenses",
                        4 => "Increases your magical prowess",
                        5 => "Increases your speed",
                        6 => "Heal a single ally",
                        7 => "Larger healing for a single ally",
                        8 => "Fully heal a single ally",
                        9 => "Heal your party",
                        10 => "Larger healing for your party",
                        11 => "Revive an incapacitated ally",
                        12 => "Remove ailments inflicted on an ally",
                        13 => "Poison all enemies with chemicals",
                        14 => "Put all enemies to sleep with chemicals",
                        15 => "Immunize an ally against ailments"},
           "req" =>   { 7 => 6,
                        8 => 7,
                        9 => 6,
                        10 => 7,
                        11 => 8,
                        13 => 12,
                        14 => 12,
                        15 => 12},
           "reqlv" => { 7 => 3,
                        8 => 3,
                        9 => 5,
                        10 => 5,
                        11 => 1,
                        13 => 2,
                        14 => 2,
                        15 => 5},
           "req2" =>  { 10 => 9,
                        11 => 10,
                        15 => 13},
           "req2lv" => {10 => 5,
                        11 => 1,
                        15 => 3},
           "req3" => {  15 => 14},
           "req3lv" => {15 => 3}
          },
    } #end

end


[Show/Hide] 2. Skill_Leveling_Redefine

CODE
#Garlyle's Skill Levelling Script
module Vocab
  def self.skilllevel
    return "Skill Mastery" #The name it will appear as in the menu
  end
end

#==================================================================
#Redefines Game_Actor to include new variables and remember point distribution
#==================================================================
class Game_Actor < Game_Battler
  
  @disablereason = ""
  include Skill_Level_Info
  alias oldsetup setup
  
  def setup(actor_id)
    oldsetup(actor_id)
    prepskills
  end
  
  def prepskills
    @spused = 0
    @bonussp = 0
    @skilllevels = []
    a = 0
    while a < 16
      @skilllevels[a] = 0
      a += 1
    end
  end
  
  def getskilllevels
    return @skilllevels
  end
  
  def getskilllevel(choice)
    return @skilllevels[choice]
  end
  
  def getskillpoints
    skillpoints = @level
    skillpoints += 2
    skillpoints += @bonussp
    skillpoints -= @spused
    return skillpoints
  end
  
  def getbonussp(amount)
    @bonussp += amount
  end
  
  def canget?(stc)
    @check = getskillpoints #Check to ensure skill points
    if @check <= 0
      @disablereason = "No skill points to spend!"
      return false
    end
    @check = @skilllevels[stc] #Check to see if level 10
    if @check == 10
      @disablereason = "This skill is already maxed!"
      return false
    end
    if SKILL_DATA[class_id]["req"][stc] != nil
      @check = SKILL_DATA[class_id]["req"][stc] #Check to see if has pre-req
      if @check != 0
        @check2 = SKILL_DATA[class_id]["reqlv"][stc]
        if @skilllevels[@check] < @check2 #And of necessary level
          @disablereason = "You need the prerequisite first!"
          return false
        end
      end
    end
    if SKILL_DATA[class_id]["req2"][stc] != nil
      @check = SKILL_DATA[class_id]["req2"][stc] #Check to see if has pre-req
      if @check != 0
        @check2 = SKILL_DATA[class_id]["req2lv"][stc]
        if @skilllevels[@check] < @check2 #And of necessary level
          @disablereason = "You need the prerequisite first!"
          return false
        end
      end
    end
    if SKILL_DATA[class_id]["req3"][stc] != nil
      @check = SKILL_DATA[class_id]["req3"][stc] #Check to see if has pre-req
      if @check != 0
        @check2 = SKILL_DATA[class_id]["req3lv"][stc]
        if @skilllevels[@check] < @check2 #And of necessary level
          @disablereason = "You need the prerequisite first!"
          return false
        end
      end
    end
    return true
  end
  
  def getdisablereason
    return @disablereason
  end
  
  def levelupskill(stc)
    @currentlevel = @skilllevels[stc]
    @skilltogive = @currentlevel
    @skilltogive += SKILL_DATA[class_id]["id"][stc]
    learn_skill(@skilltogive)
    if @currentlevel >= 1
      @skilltodrop = @currentlevel
      @skilltodrop += SKILL_DATA[class_id]["id"][stc]
      @skilltodrop -= 1
      forget_skill(@skilltodrop)
    end
    @skilllevels[stc] += 1
    @spused += 1
  end
  
end
#=================================================================
#End Game_Actor
#=================================================================

#=================================================================
#Redefines Scene_Menu to include Custom, Crafting, and Quest
#=================================================================

class Scene_Menu < Scene_Base

  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s5 = Vocab::skilllevel
    s6 = Vocab::status
    s7 = Vocab::game_end
    @command_window = Window_Command.new(160, [s1, s2, s3, s5, s6, s7])
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable skill levels
      @command_window.draw_item(4, false)     # Disable status
    end
  end
  
def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_party.members.size == 0 and @command_window.index == 5
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3,4  # Skill, equipment, custom, status
        start_actor_selection
      when 5      # End Game
        $scene = Scene_End.new
      end
    end
  end
  
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # custom
        $scene = Scene_SkillGrowth.new(@status_window.index)
      when 4  # status
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end

#=================================================================
#End Scene_Menu
#=================================================================



[Show/Hide] 3. Scene_SkillGrowth
CODE
#Garlyle's Skill Levelling Script
#==============================================================================
# ** Scene_SkillGrowth
#------------------------------------------------------------------------------
#  This class performs the skill growth screen processing.
#==============================================================================

class Scene_SkillGrowth < Scene_Base
  
  include Skill_Level_Info
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_index : actor index
  #--------------------------------------------------------------------------
  def initialize(actor_index)
    @actor_index = actor_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @viewport = Viewport.new(0, 0, 544, 416)
    @actor = $game_party.members[@actor_index]
    @help_window = Window_Help.new
    @help_window.viewport = @viewport
    @actor_window = Window_SkillGrowth_Actor.new(@actor)
    @actor_window.viewport = @viewport
    @reqs_window = Window_SkillGrowth_Reqs.new
    @reqs_window.viewport = @viewport
    @select_window = Window_SkillGrowth_Select.new(@actor)
    @select_window.viewport = @viewport
    @select_window.help_window = @help_window
    @select_window.index = 0
    @select_window.active = true
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @help_window.dispose
    @actor_window.dispose
    @reqs_window.dispose
    @select_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new(3)
  end
  #--------------------------------------------------------------------------
  # * Switch to Next Actor Screen
  #--------------------------------------------------------------------------
  def next_actor
    @actor_index += 1
    @actor_index %= $game_party.members.size
    $scene = Scene_SkillGrowth.new(@actor_index)
  end
  #--------------------------------------------------------------------------
  # * Switch to Previous Actor Screen
  #--------------------------------------------------------------------------
  def prev_actor
    @actor_index += $game_party.members.size - 1
    @actor_index %= $game_party.members.size
    $scene = Scene_SkillGrowth.new(@actor_index)
  end
  #--------------------------------------------------------------------------
  # * Update Frame
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @actor_window.refresh
    @reqs_window.refresh(@select_window.selection,@actor)
    @select_window.refresh
    update_skill_selection
  end

  def update_skill_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::R)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L)
      Sound.play_cursor
      prev_actor
    elsif Input.trigger?(Input::C)
      @skill = @select_window.selection
      if @actor.canget?(@skill)
        Sound.play_decision
        @actor.levelupskill(@skill)
      else
        Sound.play_buzzer
      end
    elsif Input.trigger?(Input::UP)
      Sound.play_cursor
      @select_window.index -= 2
      @select_window.index %= 16
    elsif Input.trigger?(Input::LEFT)
      Sound.play_cursor
      @select_window.index -= 1
      @select_window.index %= 16
    elsif Input.trigger?(Input::RIGHT)
      Sound.play_cursor
      @select_window.index += 1
      @select_window.index %= 16
    elsif Input.trigger?(Input::DOWN)
      Sound.play_cursor
      @select_window.index += 2
      @select_window.index %= 16
    end
  end

end


[Show/Hide] 4. Window_SG_Actor
CODE
#Garlyle's Skill Levelling Script
#==============================================================================
# ** Window_SkillGrowth_Actor
#==============================================================================

class Window_SkillGrowth_Actor < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x     : window X coordinate
  #     y     : window Y corrdinate
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 58, 272, WLH * 4 + 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 128, 0)
    draw_actor_class(@actor, 128, 24)
    draw_actor_face(@actor, 8, 0)
    draw_parameter(128,48,0)
    draw_parameter(128,72,1)
  end
  
  def draw_parameter(x, y, type)
    case type
    when 0
      name = Vocab::level
      value = @actor.level
    when 1
      name = "Skill Points"
      value = @actor.getskillpoints
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x + 4, y, 80, WLH, name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 80, y, 30, WLH, value, 2)
  end

end

[Show/Hide] 5. Window_SG_Reqs

#Garlyle's Skill Levelling Script
#==============================================================================
# ** Window_SkillGrowth_Reqs
#==============================================================================

class Window_SkillGrowth_Reqs < Window_Base

include Skill_Level_Info
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y corrdinate
# actor : actor
#--------------------------------------------------------------------------
def initialize
super(272, 58, 272, WLH * 4 + 32)
self.contents.draw_text(4, 0, self.width - 40, WLH, "Requires", 0)
end
#--------------------------------------------------------------------------
# * Refresh - Pass it the skill getting checked and actor ID
#--------------------------------------------------------------------------
def refresh(skill,actor)
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, WLH, "Requires", 0)
if SKILL_DATA[actor.class_id]["req"][skill] != nil
self.contents.draw_text(4, 24, self.width - 40, WLH, SKILL_DATA[actor.class_id]["name"][SKILL_DATA[actor.class_id]["req"][skill]], 0)
self.contents.draw_text(4, 24, self.width - 40, WLH, SKILL_DATA[actor.class_id]["reqlv"][skill], 2)
end
if SKILL_DATA[actor.class_id]["req2"][skill] != nil
self.contents.draw_text(4, 48, self.width - 40, WLH, SKILL_DATA[actor.class_id]["name"][SKILL_DATA[actor.class_id]["req2"][skill]], 0)
self.contents.draw_text(4, 48, self.width - 40, WLH, SKILL_DATA[actor.class_id]["req2lv"][skill], 2)
end
if SKILL_DATA[actor.class_id]["req3"][skill] != nil
self.contents.draw_text(4, 72, self.width - 40, WLH, SKILL_DATA[actor.class_id]["name"][SKILL_DATA[actor.class_id]["req3"][skill]], 0)
self.contents.draw_text(4, 72, self.width - 40, WLH, SKILL_DATA[actor.class_id]["req3lv"][skill], 2)
end
end

end[/code]

[Show/Hide] 6. Window_SG_Select
CODE
#Garlyle's Skill Levelling Script
#==============================================================================
# ** Window_SkillGrowth_Select
#------------------------------------------------------------------------------
#  This window draws the choices for skill growth
#==============================================================================

class Window_SkillGrowth_Select < Window_Selectable
  
  include Skill_Level_Info
  
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     x     : window X coordinate
  #     y     : window Y corrdinate
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 186, 544, WLH * 8 + 32)
    @column_max = 2
    @actor = actor
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Get Item
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    a = 0
    while a < 16
      @data.push(a)
      a += 1
    end
    @item_max = @data.size
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Update Help Text
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(item == nil ? "" : SKILL_DATA[@actor.class_id]["desc"][item])
  end
  #--------------------------------------------------------------------------
  # * Draw items
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    skill = @data[index]
    if skill != nil
      rect.width -= 4
      enabled = @actor.canget?(skill)
      draw_item_name(skill, rect.x, rect.y, enabled)
      self.contents.draw_text(rect, @actor.getskilllevel(skill), 2)
    end
  end
  
  def draw_item_name(item, x, y, enabled = true)
    if item != nil
      self.contents.font.color = normal_color
      self.contents.font.color.alpha = @actor.canget?(item) ? 255 : 128
      self.contents.draw_text(x, y, 172, WLH, SKILL_DATA[@actor.class_id]["name"][item])
    end
  end
  #--------------------------------------------------------------------------
  # * Returns selection
  #--------------------------------------------------------------------------
  def selection
    return self.index
  end
end



Instructions for Use

Skill List/Tree:
1. Open Skill_Level_Info
2. Copy the basic layout. Use similar info. Do NOT delete a tag. The very first number in a "clump" of data is a CLASS ID #.
"name" (*) - Name of skill
"id" (*) - Skill ID Number of level 1 skill
"desc" (*) - Description of the skill
"req" / "req2" / "req3" - in format of (x => y), where "x" is the skill with the requirement, and "y" is the skill required. Use SLOT NUMBERS (0-15). Not required for skills with no pre-reqs. Only fill out req2/req3 if previous reqs are filled.
"reqlv" / "req2lv" / "req3lv" - in format of (x => y), where "x" is the skill with the requirement, and "y" is the level requirement of the prereq. skill (as determined in "req"). Use 1-10. Make sure to have a match here for each "req" used!
(*) MUST be filled for 0 - 15. Will crash if scene attempts to load up a class ID that isn't complete here.

Skill Database
1. Each skill's L1 version will be in the slot determined in "id" field (see above).
2. Skill levels 2-10 will be in following 9 skill IDs. Game will auto-replace a former ID version of skill with a new one upon level up.
EG: if "id" of Eye Poke is id #241, level 4 Eye Poke will be #244, and level 10 will be #250





Final Notes
I don't plan on updating its functionality much unless a lot of interest is garnered. The script is disturbingly simple, though. Editing Formulas/maximums is mostly in Redefine, actually.

If you plan to use this, please notify me. You can use it anyway, but I just wanna know. If you wanna upgrade this, DEFINITELY let me know.

Finally... I've never had anything I have created be distributed. ~10 years with RPGMaker (Since RM95 +_+!) and I've never 'finished' anything, but... here it is.

This post has been edited by Garlyle: Apr 5 2010, 01:16 AM


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Vegnaroth
post May 19 2009, 01:48 PM
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Whoa...awesome script! For a moment I thought it was exactly what I was looking for but it's not quite how I want skills to level up. Oh well, it's still awesome though! laugh.gif Nice work! cool.gif
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Garlyle
post May 19 2009, 02:00 PM
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QUOTE
Whoa...awesome script! For a moment I thought it was exactly what I was looking for but it's not quite how I want skills to level up. Oh well, it's still awesome though! laugh.gif Nice work! cool.gif


Well, tell me what you want. If its something similar, I might be able to do some modifications.


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Vegnaroth
post May 19 2009, 02:11 PM
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QUOTE (Garlyle @ May 19 2009, 02:00 PM) *
QUOTE
Whoa...awesome script! For a moment I thought it was exactly what I was looking for but it's not quite how I want skills to level up. Oh well, it's still awesome though! laugh.gif Nice work! cool.gif


Well, tell me what you want. If its something similar, I might be able to do some modifications.


I think it's pretty different and rather difficult, I wanted skills to gain experience and level up through usage (a la Final Fantasy II). But you'd probably have to make a rank system for enemies as well so that they give off more exp to skills when they are used on them. In other words: it's a bit of a hassle to modify! X_x'

This post has been edited by Vegnaroth: May 19 2009, 02:17 PM
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Garlyle
post May 19 2009, 02:21 PM
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Yeah, that wouldn't be a "Modify" so much as a "completely new script" XD


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TalesOf_Fantasy
post May 20 2009, 12:06 AM
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great script dude! I''ve been looking something like this, thanks! laugh.gif


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Vegnaroth
post May 20 2009, 01:22 AM
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QUOTE (Garlyle @ May 19 2009, 02:21 PM) *
Yeah, that wouldn't be a "Modify" so much as a "completely new script" XD


Pretty much! XP
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Michael
post May 20 2009, 01:40 AM
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This is great, I've seen one a like before.
Thank you.
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venjulienecorpuz
post May 20 2009, 08:48 AM
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I salute your scripting Skills good sir! biggrin.gif This is a script that I am totally looking for in my Diablo II fan game! biggrin.gif

You sir had just made my day! ^0^ Another person in my credit list ^0^. I'll even let you play my game once its done!

BUT my only complain is that when you are in the Skill Mastery Menu, the game lags a lot dividing 60 FPS into 10 which results in to 6.
Anyway, hope u will be updating this! Keep up the good work! biggrin.gif

EDIT: How do I call the Skill Mastery Menu in an event? It gives me an error of "wrong number of arguments 0 for 1..."
I tried using "$scene = Scene_SkillGrowth.new" and gives me that kind of error.

This post has been edited by venjulienecorpuz: May 20 2009, 09:17 AM


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Garlyle
post May 20 2009, 01:54 PM
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QUOTE
BUT my only complain is that when you are in the Skill Mastery Menu, the game lags a lot dividing 60 FPS into 10 which results in to 6.
Anyway, hope u will be updating this! Keep up the good work! biggrin.gif

Ouch! But I think I've seen that myself. I'm not sure why it happens - someone with more scripting knowledge than me might know. I have a suspicion, but... I'm really not sure.

QUOTE
EDIT: How do I call the Skill Mastery Menu in an event? It gives me an error of "wrong number of arguments 0 for 1..."
I tried using "$scene = Scene_SkillGrowth.new" and gives me that kind of error.

The script wants a parameter for which Actor ID to call it for. So, to call it for Hero ID #1, try
CODE
$scene = Scene_SkillGrowth.new(1)


QUOTE
I salute your scripting Skills good sir! biggrin.gif This is a script that I am totally looking for in my Diablo II fan game! biggrin.gif
You sir had just made my day! ^0^ Another person in my credit list ^0^. I'll even let you play my game once its done!

n.n~ Thanks. Be sure to keep me updated!

QUOTE
great script dude! I''ve been looking something like this, thanks! laugh.gif

No problem. If you use it, lemme know!


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venjulienecorpuz
post May 20 2009, 07:56 PM
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When you select on what skills you want to upgrade, there is no SE. And the cursor doesn't blink as well. Are you going to update that?
And also that lag when you go to the Skill Mastery menu... its not too noticeable, but when you open up the FPS window, you'll know that it freakin lags...xD


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Garlyle
post May 20 2009, 08:13 PM
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QUOTE
When you select on what skills you want to upgrade, there is no SE. And the cursor doesn't blink as well. Are you going to update that?


1. Never noticed XD Shouldn't be too hard. Going to fix now - just replace Scene_SkillGrowth
2. I had to custom-rewrite the selection process for the window as is. Unless someone else can figure out what I did wrong, no blinking D: Sorry.


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venjulienecorpuz
post May 20 2009, 09:39 PM
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Hmm no blinking script fix? D: oh well... it sounds better now that it has sounds... (D'uh >.>)
Also, Are you going to make a demo for this as well? I still don't really get how the skill upgrade works... is there a part here that when it reaches to a certain level, the skill ID changes to another ID? Well you kinda stated it in your 1st post but not sure if THAT's the meaning of it.

EDIT: LOL nevermind... I get it now... every levelup the skill goes to another ID...

Example... Bash LV1 which is ID#1 and add a point turns it to Bash LV2 which is ID #2... wow... just wow... +_+

EDIT #2: How about placing the proper graphic Icons of the Skill beside the Skill names?

This post has been edited by venjulienecorpuz: May 20 2009, 10:25 PM


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nevious
post May 20 2009, 10:29 PM
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if you wouldnt mind when you get the chance it would be nice to see a demo.... i look forward to it actualy


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venjulienecorpuz
post May 20 2009, 11:15 PM
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Wee! Looks like many people are liking the system! >(^__^)>

This post has been edited by venjulienecorpuz: May 20 2009, 11:15 PM


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Garlyle
post May 21 2009, 12:43 AM
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QUOTE
Example... Bash LV1 which is ID#1 and add a point turns it to Bash LV2 which is ID #2... wow... just wow... +_+

Yeah. Just be aware that this can lead to a LOT of "argh annoying copypaste". A more refined version of this would allow you to put formulae in the notes field for increased level changes - but I'm not good enough to even know how to pay attention to Notes, nor do I particularly want to spend the time that it would take. And I KNOW I didn't use the right Jargon for it. Plus, script incompatibility would increase massively, I fear

QUOTE
EDIT #2: How about placing the proper graphic Icons of the Skill beside the Skill names?

If someone can give me a simple code to get a skill's icon by passing it an ID, will do.

QUOTE
if you wouldnt mind when you get the chance it would be nice to see a demo.... i look forward to it actualy

D:
Well, I might be able to. I have a half-finished pile of sh abandoned game project I could (re)use, mostly on the basis that it already has four sets of skills in the database (The two seen, plus Archer and Champion). Don't expect it too soon - I might do a good chunk tomorrow, but then I'm out of town for a few days.


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venjulienecorpuz
post May 21 2009, 04:35 PM
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Oh... It reminded me of something... since Etrian Odyssey has this feature, I think I'll go play it as well...xD


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baikanp
post May 23 2009, 08:03 AM
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Great work!

But I really need some Demo which includes these features...


1. working script in game (I found just to copy & paste scripts above accurs syntex errors)
2. working skill sets in game
3. use case with KGC's Custom Menu Command Script!!


I think it will make your script even more perfect and more easy to use.

Anyway, thank you for your excellent script!!

and sorry for my bad English wink.gif

This post has been edited by baikanp: May 23 2009, 04:05 PM
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lekter
post May 23 2009, 02:14 PM
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(My english is very bad because I only speak spanish)

Great work ^^

I wonder if there's any way to reset the skills and skills points of an actor.






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AddictX360
post May 27 2009, 08:39 AM
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I tryed to install the script but first it said the problem was [/code] but I fixed that when I made it [skill/code] but the problem is the end at the VERY end so it's the last one on there. One not even in the script but I cannot solve that one...

Does anyone know what I have to do?

(I'm a noob at scripting)
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