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> [YERD] Equip Skill Slots (UPGRADE PACK 1), 2009.05.26 - Changable max, limiter type adjustment, and more.
Yanfly
post May 21 2009, 04:27 PM
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Equip Skill Slots
Last Update: 2009.05.11
By: Yanfly Engine ReDux

Introduction
I've always played RPG's that placed limits on what a player can do. I know I advocate player flexibility a whole lot, limiting a player within a game can induce more strategy and make that game deeper. This script places a limit on the skills actors can bring with them to battle and the player has to select which ones the actors will have access to. There's some new mechanics added to the battlefield and they are as follows:

EQUIPPING SKILL SLOTS
Choose which skills your actors will take with them to battle. Equipping a skill will not only allow the skill to be used in battle, but it can boost the actor's stats as well. Some skills when equipped can provide an automatic status effect, immunity to an element, and other passive effects.

SKILL LIMIT TYPES
In order to limit your actors from becoming too powerful by equipping an unlimited amount of skills, there are limit types that can place an actor within a specific threshold of power. There are several status effects that will affect skills with certain limit-types as well.

SKILL COPY SLOTS
During battle, some skills can allow your actors to copy another skill and input them in as their own for the remainder of that battle. This ability is made possible with this skill equip slot system and done in such a way where it will not interfere with the default skills learned.

Update History
  • 2009.05.11 - Finished script.
  • 2009.05.07 - Started script.


Screenshots


Script
Click here to view the main script.

Instructions
Since this is a big script, I’ve included a number of screenshots to explain everything (hopefully).

———



Like most of my scripts that introduce a new menu altogether to the menu listing, this script binds the Slots menu to a switch. If the switch is on, Slots will appear. If the switch is off, then Slots won't. It's as simple as that.

ENABLE_SLOTS_SWITCH
Change the numeric value here to the switch ID you would like to bind the Slots menu to.

———



The Slots menu will take you to this screen after selecting an actor. Here, your actors can choose what skills to bring with them to battle and what skills to leave behind. Any skills choosen here will retain the order they are in when in battle (with the exception of logically taking away the empty slots). There is a limited number of skill slots available for each actor and this amount does not change once started.

MAX_SKILLS_BASE
This adjusts the maximum skills given to all of your actors.

———



After selecting a slot, the player is taken to another screen that will allow them to choose what skill they wish to fill that slot with. Slots can be equipped and unequipped an endless amount of times so there's no need to worry about a one time deal.

———



Some skills can give off passive effects such as stat boosts. These stat boosts will only be applied if the skill is equipped. The stat changes are reflected in the window to the right. These stat boosts can affect HP/MP, the ADSA stats, and the HECO stats. The HECO stats, however, aren't shown in the window due to their lower importance rating and the lack of window space. In a way, equipping skills can be considered as important as equipping weapons and adding furthermore an even deeper level of gameplay strategy for the player.

<equip maxhp/maxmp/atk/def/spi/agi per/set +x>
<equip hit/eva/cri/odds per/set +x>
The tags above allow you to change any of the respective stats by a percentage of a set stat increase. Taking the example from the screenshot above, <equip def per +4> would increase defense by 4%. If it was <equip def per -4>, then defense would be lowered by 4%.

———



Rather than providing stat bonuses, some skills may provide other passive benefits, too, such as an auto-state. If an auto-state effect exists, it will always be on the actor until unequipped. This is only the first of a few passive effects equipping skills can provide. The other passive effects are listed below:

<equip auto state x> Automatically equips state x.
<equip state resist x> Provides resistance to state x.
<equip plus state x> Weapon attacks will induce state x.
<equip plus element x> Weapon attacks will include element x.
<equip auto battle> The actor will auto battle if equipped.
<equip super guard> The actor will have super guard if equipped.
<equip pharmacology> The actor will double item effectiveness if equipped.
<equip fast attack> The actor will have quick strike if equipped.
<equip prevent crit> The actor will be immune to critical hits if equipped.
<equip half mp cost> The actor will expend 50% MP if equipped.
<equip double exp> The actor will gain double the EXP if equipped.

———



Since equipping skills will limit what the player can bring to battle, there's no doubt that the player will most likely bring the most powerful things available and use only that. This will become no different than what they would normally do in any other RPG in battle. The Skill Limiter Type system exists in this script to limit the amount of powerful skills your actors can possess in battle and prevent them from equipping more if they do not have open limiter slots. To place a limiter on a skill, insert the following tag into your skill's notebox:

<limit type x>
x is the category of the limiter type placed on the skill. A skill can have more than one limiter type, too. If it does, it must meet the requirements of both limiter types before it is allowed to be equipped.

———



To modify the rules, naming conventions, and visual aspects of the limiter types, go into the module and edit the LIMIT_HASH. Here, you will discover what icons to use, whether or not it will be listed in the window, whether or not icons will show next to skill names (inside the Slot Menu), and what names to give them. Note that if you place the max limit to 0, that limit type will actually remove all limits from that category and allow for maximum equippable. Offensive, Defense, Statuses, and Special are lifted of their limiter types in the screenshot above. This allows them to be used as something other than a limiter type. In the case above, it's used as a category.

LIMIT_HASH
This hash within the module adjusts the rules governing the various limiter types.

———



If you want some actors to always have a skill that can never be equipped or unequipped, insert those skill ID's into the AUTO_EQUIP_SKILLS hash. The actor will always possess this skill in battle (so long as the actor has learned it of course). Auto-equipped skills, however, will still give off the bonus passive effects that actively equipped skills will give off. This enables you to allow actors to gain a permanent advantage after a certain point if done so.

AUTO_EQUIP_SKILLS
This has governs which actors will have which actor equip skills.

———



Due to the flexibility the slot system allows, copying and replacing skills is now possible. Copy skills allow you to copy skills from the skill's target and temporarily give them to the actor for one full battle. Copied skills will reflect upon the actor's own stats and not the stats of the target the actor has copied the skill from. When used, no window will pop up yet until actively casted.

NOTE: If you have Custom Skill Effects installed, be sure to update it to provide ultimate compatibility with Equip Skill Slots.

———



After the copy skill is casted in battle, a new window pops up asking you which skill you wish like to copy for your actor. This will temporarily halt battle until your decision is made. This window can include a plethora of skills or pretty much nothing.

SHOW_UNCOPIABLE
Set this to false if you would like uncopiable skills to be excluded from the list.

———



The copied skill is then added to your actor's skill list for the battle and temporarily replacing the slot that was used to cast it. There's obviously some limitations you would like to place on your copy skills. If you do, the following tags inside the skill's notebox will adjust the rules governing that:

<skill copy any>
Allows your actor to copy any ability desired.

<skill copy type x>
The copy skill can copy the skills that have the limiter type x.

<skill copy not x>
The copy skill can NOT copy the skills that have limiter type x.

The order of priority goes from bottom to top. If you have <skill copy any> and <skill copy not 1>, then the actor can copy every single skill on the target except for the skills with limiter type 1.

———



In the end, your actors can bring numerous combinations of skills with them to battle. The players that adjust these skills will also have the option of ordering the skills the way they want. Note that the ordered skills will omit the empty slots for logical reasons. Have fun, both scripters and players, in figuring out how to balance your actors and create the game the way you want.

Compatibility
- Works with Yanfly Subclass Selection System
- Does NOT work with KGC Skill CP System
Please report any compatibility issues and I'll try my best to fix them.

Terms and Conditions
Just give credit where due.

Credits and Thanks
- KGC for initial influence.

Originally Found Here: Here


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MysTaFoX
post May 21 2009, 04:36 PM
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OH MY GOD!
I just checked your site to see if this came out, I work on my game a bit.. I check here and BOOM! It's out.

How weird..
Well thanks, I was planning to use this and now I can.

Edit >> How do you add it to your menu with your other scripts?

This post has been edited by MysTaFoX: May 21 2009, 04:50 PM


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Learwolf
post May 21 2009, 04:51 PM
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Yan, with all these scripts you've been releasing, your my new hero. happy.gif


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Yanfly
post May 21 2009, 04:57 PM
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QUOTE (MysTaFoX @ May 21 2009, 04:36 PM) *
OH MY GOD!
I just checked your site to see if this came out, I work on my game a bit.. I check here and BOOM! It's out.

How weird..
Well thanks, I was planning to use this and now I can.

Edit >> How do you add it to your menu with your other scripts?

Make sure the switch to enable it is on. By default, the switch is number 69.

If you're using KGC and would like to order the script the way you want, here are the instructions:
http://www.pockethouse.com/rpgvx/kgc_menu_addition.txt


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MysTaFoX
post May 21 2009, 05:03 PM
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Okay thanks, This script is pretty nice.


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nevious
post May 21 2009, 05:36 PM
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yanfly you always seem to come up with the best scripts!! i cant wait to see more.... would be great to see a demo on this one tho but its still absolutely great!


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Octople Threat
post May 21 2009, 05:37 PM
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This looks really nice, it does unfortunately I can't use it, as combining it with your sub-class system and sub/class specific skills would severely limit the players skillset. But I am wondering something... What is your next project going to be? With everything you've released so far, you pretty much, single-handedly revamped my, if not virtually everyone's, options when using RPG maker VX, and to have a hint, just a teaser as to your next epic script would be fantastic.


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Garlyle
post May 21 2009, 07:52 PM
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8D

So, questions!

1. I'm not sure, but it looks like you can use the same limiter type multiple times on a single skill to have it take up multiple skill 'slots' of the same type. Am I right?
2. What happens to unused Limiter Types? Can you blank them and they don't appear at all? Or does there have to be 8?
3. Is there a way to modify maximums of a limiter type during gameplay?
4. Has it been bugtested to ensure no breaks when a character already has max skills equipped and they gain an Auto-Equip skill? What happens?
5. I'm assuming, with Subclasses, you can only select skills from current classes? Also, what happens when you change classes as a result?


Oh. TOTALLY planning on using this, btw


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Yanfly
post May 21 2009, 08:17 PM
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1. Currently, if a limiter type exists on a skill, it will only take up a max of 1 limiter slot for that limiter type. That means even if you include it twice in a skill's notebox, it'll count as one. I'll provide options in the future for a skill to use multiple limiter slots.
2. Unused limiter types will show up as blank. You don't have to use 8. There can be more, there can be less. Some can be hidden even.
3. Currently, there's no way to adjust limiter maximums during gameplay. I will provide this functionality for a future upgrade pack and enable it on an actor difference basis.
4. Auto Equip skills don't count towards the equip slots actually. If a character has 12 equip slots and suddenly learns 4 skills, there will still be 12 equip slots available. I probably won't plan on changing this.
5. That's correct. Skills can only be selected from the current class. If a class change occurs, unequippable skills will be purged and those slots will be freed. Make sure you have the updated subclass script for this (if you have upgrade pack 2, it's already included).


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Garlyle
post May 21 2009, 08:20 PM
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Sounds good to me. I'll be awaiting the upgrades for 1 & 3, then 8D (Especially the "Multiple of a single slot type" bit)


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Lockheart
post May 22 2009, 03:44 AM
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yet another awesome script from you Yanfly, keep up the good work!

Quick question, is it possible to make it so that only passive skills can be seen/used with this script? I tried myself but all the normal skills/spells still appeared.
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MaxCross
post May 22 2009, 09:45 AM
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This is an amazing script that actually manages to improve greatly on even KCG's work, but I seem to have found a serious flaw in it...

Well, to be blunt, it makes MP useless. For example, an actor with a maximum of 10MP is still able to use a skill that costs 15MP to use in battle. Not only that, but even at 0MP actors will still be able to use MP eating skills without a problem. Granted, this may just be due to a script conflict on my part, but it seems to be routed in the script itself.

As said, I love this script and can't wait to see it working at its best, but this little problem may need some attention first.

EDIT-
I tested this in a clean project and the MP Problem still persists.

This post has been edited by MaxCross: May 22 2009, 11:57 AM


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snakorub
post May 22 2009, 02:01 PM
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Will this work with KGC's passive skills? The reason I ask is because that has the ability to have a skill passively give dual-wield (and I like that). At the same time, I really like the idea of this...
Also, it appears as though it makes skills marked as Never (under "Occasion") to appear. This is kind of weird when I'm using skills that only give passive bonuses (using a passive skill limiter). I tested this in a clean project too, and it was still happening...

Also, I'm not getting the infinite mp bug...

One last thing... I pressed x to view skill data when looking at the skill equip window, and it gave me an error on line 1754 of this script. Something about "Wrong number of arguments (4 for 3)".
Just thought you might want to know...

This post has been edited by snakorub: May 22 2009, 02:39 PM
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The Wizard 007
post May 22 2009, 02:07 PM
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Another great script idea Yerd but I'm also having the infinite MP problem that Max Cross spoke of as well as a No Method Error eith your Skill Display Query on Line 732 saying undefined method 'skill_can_use?' for nil:NilClass. Any ideas? I also have to say kudos on all these great scripts you're bringing to the table.


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Yanfly
post May 22 2009, 02:53 PM
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http://www.pockethouse.com/rpgvx/scripts/equipskillslots.txt
That should fix the infinite MP bug. I'll have to see what's going on for the other skill query bug.


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The Wizard 007
post May 22 2009, 03:09 PM
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MP bug fixed, great work. And I tested the Skill Query without EquipSkillSlots and I ran across the same problem but ONLY when trying to use a skill. I'm guessing its conflicting with one of the 50 other scripts I'm using, and probably has nothing to do with the SkillSlots script, so don't rack your brain trying to figure it out.


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snakorub
post May 22 2009, 03:21 PM
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The Skill Query works fine when I'm trying to use a skill, but not when I'm in the slots screen
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Yanfly
post May 22 2009, 03:34 PM
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QUOTE (snakorub @ May 22 2009, 04:21 PM) *
The Skill Query works fine when I'm trying to use a skill, but not when I'm in the slots screen

You need to update your skill query. There are now four arguments placed for slots instead of three.


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Dyrnwyn
post May 24 2009, 08:04 AM
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Yanfly,

Great job, yet again. Your skill in Ruby is always astounding and this is a fantastic mod.

I would use this in a heartbeat if it wasn't for one factor:

In the game I'm writing, I use KGC's skill slots and with that setup, you can adjust the number of skill slots for actors. So, let's say at the start, I can let them do 10 skills that are active/passive. Well, once they hit a part of the game I want to power them up further, I can use KGC to up the number of skill slots to, say, 15. Then later to 20, 25, etc, etc.

Would powering up the number of slots and / or types of slots be possible with script commands in your mod? I hope it would not be too difficult to figure out, but I'm horrible with ruby. smile.gif
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Yanfly
post May 26 2009, 04:30 PM
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http://www.pockethouse.com/rpgvx/scripts/equipskillslots.txt

The script's been upgraded to Upgrade Pack 1. I'm not going to do my usual post with all the flashy pictures included since this Upgrade Pack mostly focuses on improved functionality for pre-existing methods. Here's a list of the features:

  • Adjustable max equippable slots
  • Adjustable limiter maximums (per character)
  • Limiter Types can now take up more than 1 Limiter Slot
  • Auto equip skills for classes now added
  • Improved illegal skill purging
  • Improved tagging for passive effects
  • Compatibility with Scene Status ReDux


Enjoy people~


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