Skill Leveling Script, Spend points to learn/raise a skill's level - ala Etrian Odyssey |
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May 19 2009, 01:12 PM
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RRR's little gay boy

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

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WARNINGThis 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.Updatesv 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 ScriptConsists of 6 scripts. As always, paste above MAIN. Putting 'em in out of order may cause issues. 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 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 #================================================================= 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 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 #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]
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 UseSkill 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 Database1. 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 NotesI 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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RRR 2006 Awards: Best Topic Starter, Ultimate Debater, Most Likely To Bail You Out of Jail, and Most Likely To Become Ruler of the World. RRR 2007 Awards: Master Debater, Elite Gamer, and Uber-Nerd RRR 2008 Awards: Former staff member - VG Hub & General maker discussion
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May 19 2009, 02:00 PM
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RRR's little gay boy

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

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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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RRR 2006 Awards: Best Topic Starter, Ultimate Debater, Most Likely To Bail You Out of Jail, and Most Likely To Become Ruler of the World. RRR 2007 Awards: Master Debater, Elite Gamer, and Uber-Nerd RRR 2008 Awards: Former staff member - VG Hub & General maker discussion
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May 19 2009, 02:11 PM
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Group: Member
Posts: 3
Type: None
RM Skill: Undisclosed

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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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May 19 2009, 02:21 PM
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RRR's little gay boy

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

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Yeah, that wouldn't be a "Modify" so much as a "completely new script" XD
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RRR 2006 Awards: Best Topic Starter, Ultimate Debater, Most Likely To Bail You Out of Jail, and Most Likely To Become Ruler of the World. RRR 2007 Awards: Master Debater, Elite Gamer, and Uber-Nerd RRR 2008 Awards: Former staff member - VG Hub & General maker discussion
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May 20 2009, 01:22 AM
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Group: Member
Posts: 3
Type: None
RM Skill: Undisclosed

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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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May 20 2009, 08:48 AM
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Level 4

Group: Member
Posts: 58
Type: Developer
RM Skill: Intermediate

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I salute your scripting Skills good sir!  This is a script that I am totally looking for in my Diablo II fan game! 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!  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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My Current Project in VX...  Special thanks to Hanzo Kimura for my game logo. Progress: 40% ... o_-
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May 20 2009, 01:54 PM
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RRR's little gay boy

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

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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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RRR 2006 Awards: Best Topic Starter, Ultimate Debater, Most Likely To Bail You Out of Jail, and Most Likely To Become Ruler of the World. RRR 2007 Awards: Master Debater, Elite Gamer, and Uber-Nerd RRR 2008 Awards: Former staff member - VG Hub & General maker discussion
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May 20 2009, 07:56 PM
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Level 4

Group: Member
Posts: 58
Type: Developer
RM Skill: Intermediate

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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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My Current Project in VX...  Special thanks to Hanzo Kimura for my game logo. Progress: 40% ... o_-
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May 20 2009, 08:13 PM
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RRR's little gay boy

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

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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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RRR 2006 Awards: Best Topic Starter, Ultimate Debater, Most Likely To Bail You Out of Jail, and Most Likely To Become Ruler of the World. RRR 2007 Awards: Master Debater, Elite Gamer, and Uber-Nerd RRR 2008 Awards: Former staff member - VG Hub & General maker discussion
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May 20 2009, 09:39 PM
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Level 4

Group: Member
Posts: 58
Type: Developer
RM Skill: Intermediate

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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
__________________________
My Current Project in VX...  Special thanks to Hanzo Kimura for my game logo. Progress: 40% ... o_-
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May 20 2009, 10:29 PM
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Hyperfunctional Drive Modulator?

Group: Revolutionary
Posts: 337
Type: Artist
RM Skill: Advanced

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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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Artist: Advanced Musician: None Scripter: Undisclosed Writer: Beginner Developer: None Event Designer: Intermediate     necroking nevious  Check out my Gallery!! (please leave comments constructive critizism helps. but please dont be rude. My Gallery!!Omegazions rougelike battlesystem in action 
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May 20 2009, 11:15 PM
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Level 4

Group: Member
Posts: 58
Type: Developer
RM Skill: Intermediate

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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
__________________________
My Current Project in VX...  Special thanks to Hanzo Kimura for my game logo. Progress: 40% ... o_-
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May 21 2009, 12:43 AM
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RRR's little gay boy

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

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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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RRR 2006 Awards: Best Topic Starter, Ultimate Debater, Most Likely To Bail You Out of Jail, and Most Likely To Become Ruler of the World. RRR 2007 Awards: Master Debater, Elite Gamer, and Uber-Nerd RRR 2008 Awards: Former staff member - VG Hub & General maker discussion
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May 21 2009, 04:35 PM
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Level 4

Group: Member
Posts: 58
Type: Developer
RM Skill: Intermediate

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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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My Current Project in VX...  Special thanks to Hanzo Kimura for my game logo. Progress: 40% ... o_-
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May 23 2009, 08:03 AM
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Level 1

Group: Member
Posts: 6
Type: Artist
RM Skill: Beginner

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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
This post has been edited by baikanp: May 23 2009, 04:05 PM
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May 23 2009, 02:14 PM
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Group: Member
Posts: 1
Type: Writer
RM Skill: Beginner

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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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