Equip Skill System

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Started by Moogle_X 198 posts Page 10 of 10 View original ↗
  1. Great plugin.
    A problem. When I write that the equip skill slots, I require the actors to unlock the slots every 12 levels, but if I increase the levels through an event and not through exp in battle, the slots not only do not increase, but disappear completely, why?
  2. This is a really good plugin, doe I do have a request if you don't mind. in my current game set up, I mostly use MOG hunter's (a.k.a Alteriel RGSS) plugins. one of said plugins is the battle result plugin which, when you level up, shows the skill you've learned one by one. thing is doe, when I use the plugin with yours, it kinda mess it up a bit. it doesn't cause any error but it doesn't show that you've learned the skill, which makes it hard to tell the player that "hey, you got a new skill on you, you should equip it". the only way I found so far to be able to make it work is to have the actor have smth like "<EQS Max Slots 0 Level 1 to 99: 10>" on them and for the skill to have "<EQS Ignore>", but if I do this the might as well just not use this plugin in the first place, which I was really hoping to use.

    so I guess a TL;DR of it is, could you make a compatibility update to the plugin so it works with MOG hunter's battle result plugin? if not ig I could find a work around it, but it'll be messy :(
  3. Afternoon all,

    Im currently unable to have the standalone Equip Skill menu open up in VS. The list thats added on to the regular skill menu works fine.

    Toggling the plugin parameter :

    1676492087486.png

    Brings the following error:

    1676492400979.png


    Again, this only occurs with the standalone scene, not the one tied to the regular skills menu
  4. I believe in MZ the DrawActorSimpleStatus function comes from a different window class than the one that this plugin calls it from. In MV it is in Window_Base, so all windows have it as a function, where in MZ it is defined in Window_StatusBase. The easiest way to fix this might be to define that whole function in Window_Base in a patch script, but that's probably going to cause a mess of problems that no one wants to solve for.

    You might also get lucky and be able to change the window from bring a prototype of Window_Base to Window_StatusBase, and not run into any problems there.

    But I'd say your best bet is to run this plugin using FOSSIL, and hope it works that way, as this is a common difference between MV and MZ plugins, FOSSIL might already have something set up to fix this issue in all plugins it encounters, without using a specialized patch. Or it might already be patched for this plugin.
  5. ramza said:
    But I'd say your best bet is to run this plugin using FOSSIL, and hope it works that way, as this is a common difference between MV



    Unfortunately already using FOSSIL and still get that error


    Semi related, I'm using a micro plugin @caethyril put together for me to call the Skill Scene directly. Ideally I'd like to call the "Skill Equip" scene version from this plugin instead with it:


    /*: * @target MZ * @plugindesc Equip scene will always exit to Skill scene first. * @author Caethyril * @url https://forums.rpgmakerweb.com/threads/154986/ * @help Free to use and/or modify for any project, no credit required. */ void (alias => { Scene_Equip.prototype.create = function() { alias.apply(this, arguments); SceneManager._stack.push(Scene_Skill); }; })(Scene_Equip.prototype.create);


    If anyone wants to take a crack at making it compatible with (what should be) `Scene_EQS`

    i've had no such luck. But I imagine its grounded in the same errors I'm already encountering trying to use this with RPG Maker MZ
  6. Including Me said:
    Hello Guys!
    I've started using this amazing plugin just today and all works perfectly on my game... but...

    the game doesn't display anymore the message "Ability X learned!" when a character learns a skill by leveling up.

    Not totally sure if this is connected with the Equip Skill System, but it started when i plugged it :/

    Any hint?

    EDIT: Game is correctly showing the message when a Skill is learned by an equipped weapon (i'm also using the Equipment Skill Learning plugin), but not when the skill is learned by lvling up.
    Did you ever solve this issue? The skill is there when I level up, but that message saying "(Skill) learned!" never shows up in the battle end messages
  7. Evening again all!,

    Anyone know if there is a way to update the the name of "Equip Skill" submenu per actor?

    What I'd like to be able to do (if at all possible easily) would be to rename the menu after whichever armor is in X slot for that actor.

    In my case the Actors all use "Grimoire" to equip skills:

    1677973434993.png

    So when actors back out and view the equip skill menu:

    1677973511731.png

    Rather than the same name for all, it would show the name of the currently equipped item in that slot (6 in this case).


    Alternatively I'd be down if I could just have the Equipment name drawn out under the characters level on the same screen:

    1677974028478.png
  8. how to use this to mimic Final Fantasy 1 Magic Tier Slots?
  9. xabileug said:
    how to use this to mimic Final Fantasy 1 Magic Tier Slots?
    Have an equippable skill type for each level of magic, each actor has 3 slots for each level.

    To increase the slots on an actor as they level up, you'll need something like yanfly's auto passive states, and just teach a hidden skill to the actors on certain levels which has a passive state on it (and also that is unusable, and ignores the equip skill system), and have that passive state add skill slots. repeat for new spell levels at later levels.
  10. ramza said:
    To increase the slots on an actor as they level up, you'll need something like yanfly's auto passive states
    I think levels adding slots might actually be built into this plugins functionality already.
  11. Possibly. I did use this a long time ago, but the OP doesn't make mention of this, so I assumed it wasn't in there.
  12. How can i do it such that its 8 tiers with 3 slots each that appear in thr skill menu? Shouod i use the magic type in the data base?
  13. xabileug said:
    How can i do it such that its 8 tiers with 3 slots each that appear in thr skill menu? Shouod i use the magic type in the data base?
    I hate myself so much for typing these next words, but. Please read through the help file.

    This is actually a really well spelled out plugin.

    Skill typing will only impact what skills Actors have access to based on their database traits. How this plugin handles Skill slots is its own beast
  14. Puppet Knight said:
    I hate myself so much for typing these next words, but. Please read through the help file.

    This is actually a really well spelled out plugin.

    Skill typing will only impact what skills Actors have access to based on their database traits. How this plugin handles Skill slots is its own beast
    Thanks for your concern i believe there is a gap. This is what i mean . From the screenshot in OP, i want to know how to make this layout attainable. As i cannot get the lv1 0/4 and so on to work

    1683355967929.png
  15. To get that system to fully work, you need other plugins to allow skills to cost resources instead of MP.

    Then you need to make all level 1 spells use the level one resource, all level 2s, the level 2 resource, etc. Then you need to add that resource to your battlers on level up, which is going to be its own plugin. And also you need to have it so resting at an inn restores you to maximum MP for all levels as well.

    Then, with all that setup done, you need to modify the skill scene to show those MP values, as above, along with the skills. That isn't going to be from the equip skill scene from this plugin, it's gotta be its own change to the default skill scene. You'll likely also need to modify the battle scene to do the same thing with the magic window.

    I think the YEP_SkillCore plugin can handle actually using the extra resources for casting spells, but adding the values to level up, and restoring them on rest is something that needs its own plugin. The modification to the skill menu and the battle scene will also require their own plugins. All three of these plugins likely don't already exist, either, so you'd have to commission someone to make them for you.

    This plugin by frogboy appears to have some building blocks you could use to mimic this system. This one from Victor might also be usable. I found both of these by googling "final fantasy 1 magic system rmmv" so there might be better ones out there too.
  16. Hey all, coming back here, has anyone figured out a script call buried in this plugin to check if a specific skill is equipped?


    I'm trying to use Skills being equipped as a requirement for a dual tech plugin rather than the Actors just having learned the skills


    EDIT: I may have just stumbled upon it! Will let ya'll know if its what I needed
  17. Im having an issue with custom skill costs causing the equipped skills to no show up using this system. Im not quite sure where to solve this problem in the code. Any help would be appreciated.

    Never mind, I found its a different problem.
  18. Well, this plugin is nothing short of fantastic, to say the least. I wasn't sure if this would allow skills to also be used if they weren't equipped, but it seems like @Moogle_X has thought about pretty much everything. I love Yanfly plugins, but there is absolutely no comparison to be made here about which provides more options and customization.

    Will be checking out your other plugins, as you seem to have quite the extensive library available.

    Thank you for the excellent work!