$D13x Skill Levels

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  1. $D13x - Skill Levels
    Dekita


    Introduction
     This script gives skills - levels.
     You can have different growth types, exp requirements, max level,
     level name and damage multiplier for each skill.
     Simple notetag usage.
     Plug-N-Play.

    Screenshots

    skilllvss_zps98fd8e30.png

    How to Use

    Place Under Materials and Above Main

    Full instructions and requirements in the script.

    Script

    LINK

    Credit and Thanks
    - Dekita / Dekita-RPG

    Author's Notes :

    Really thought i had already posted this script here... guess not :p
  2. Hi !

    I like your script, it helps me.

    But, is it possible to increase "exp. skill points" when you gain a level ? And distribute "exp. skill points" to the skill you want ?

    I'm not sure to be clear, then I give an exemple :

    Character_01 is level 1. He has 2 skills : Skill_A (0 exp. skill points) and Skill_B (0 exp. skill points).

    When he reaches the level 2, he gain 20 "exp. skill points".

    He decides to spend 15 exp. skill points to Skill_A and 5 exp. skill points to Skill_B.

    Is it possible to do something like that ?

    Sorry for my english.  >_>
  3. That would require a skill exp distribution system.

    However, if you wanted him to simply gain a set value to each skill the actor knows, thats not that hard...
    This should work but i havent tested it.

    Code:
    #===============================================================================module SEGOLU#===============================================================================   Formula = "@level * 10"    Show    = true  end#===============================================================================class Game_Actor < Game_Battler#===============================================================================  #--------------------------------------------------------------------------  # Alias List  #--------------------------------------------------------------------------  alias :aliasforlevlrandoo :level_up  #--------------------------------------------------------------------------  # Level Up (alias)  #--------------------------------------------------------------------------  def level_up    aliasforlevlrandoo  end  #--------------------------------------------------------------------------  # Gain Skill Exp On Level Up  #--------------------------------------------------------------------------  def run_skill_exp_gain_on_level    skills.each do |skill|      next unless skill != nil      increase_skill_exp(skill, eval(SEGOLU::Formula).to_i, SEGOLU::Show)    end  endend 
  4. I'm scared to use this script on my game and end up making it a clich'e rpg, but this looks a-flippin-mazing! be sure that I'll use this script at some point :p keep up the good work
  5. just cause a game have "classic" rpg style systems, doesnt make it cliche'd . personally i feel more rpg games should use skill leveling systems, regardless of the way they impliment it ^_^
  6. Dekita said:
    just cause a game have "classic" rpg style systems, doesnt make it cliche'd . personally i feel more rpg games should use skill leveling systems, regardless of the way they impliment it ^_^
    WELL said! I plan on usin this at some point :p
  7. actually, i love this script..

    but i just wondering if the skill every level up, its MP cost also changed..

    and maybe each level got different status effect, ex. level 1 got Poison, level 2 got poison and blind, etc..
  8. Yes, as your skill levels the mp cost to use it also increases :)

    There is currently no way to simply add features onto a skill with an increased level. I was going to include the ability to change the skill after a certain level, like, level up fire and it becomes fire 2, but that hasnt been implemented :p
  9. Diabolic - i really love this script - mind me asking for a little customization for me?
    my first language is german so i hope its written understandably and i don't come across some kind of rude or demanding or such. 

    on top of having skill levels for each single skill i would love to be able to add up all skills from one element (f.e. fire I, fire II, fire aoe, fire dot etc.) to a secondary skill lvl group (f.e. Fire, Ice, Water, Earth.. Element) and all those together again to a tertiary skill lvl group or category (elemental magic, Dark/Light Magic).

    so say i cast "fire I" i will get skill-up points for my fire I spell, but also in a second multiplier for all my fire skills and in a third one for all elemental magic skills together.

    if i was using fire I for an eternity any other fire skill i would learn after that would be quite strong already due to the elemental and category bonus whereas a newly learned ice spell would have some boost due to the category lvl, none from the element or skill lvl though.

    the damage for each spell of each element would then be calculated like this:

    Skill_Base_dmg * Skill_Lvl_Multiplier * Element_lvl_multiplier * category_lvl_multiplier

    Do you think you could work your magic a lil bit for me on this? ^.^ i think this could possibly be achieved by a few simple steps - possibly not, but with my little understanding whats happening in these scripts i couldn't possibly tell >,<
    Thank you if you maybe consider helping me =)

    Your resolution setter, item packs and key menu script also very much appreciated =D

     
  10. Sorry, but that is far too specific for me to consider adding it. Its a very good idea though and I will keep it in mind for whenever I make changes to the script in the future. :)
  11. I keep getting an error saying:
    Line 329 Error

    Undefined Method 'load_stat_control' for class 'RPG:Skill'

    pls help :(
  12. I will assume you have not read and fulfilled the requirements, mainly the statistics core script. :)
  13. lol, little chance tbh, I dont plan to update this script ever again :D

    Side note: is Schala just incompatible with everything? :p
  14. ■ ᴆᴈᴋᴉᴦᴀ ■ said:
    Side note: is Schala just incompatible with everything? :p
    Heck yeah! Schala just doesn't like nobody BD
  15. Okay so I've just got one minor problem that should be pretty simple to fix: I'm using one of Yanfly's scripts that condenses the skill menu in battles into a much smaller window, but when combined with your script it ends up looking like this:

    Kqk6KFB.png

    So, all I really need to know is where I can find the part of your code where you handled the drawing position for the skill levels, so I can move it over a bit, because I wasn't able to find it on my own.
  16. line 580++, method draw_item_name. :)