Equip Skill System

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Started by Moogle_X 198 posts Page 3 of 10 View original ↗
  1. Any chance on getting a way to increase skill slots and limit based on actor level? Or even a way to increase it with script calls?
  2. Hi guys, to increase skill slots based on level and/or actors is in the note tag commands. I use this plugin and it's awesome!!
  3. Ya that's how I'm doing it at the moment it's just a pain to write 40+ tags for both, for each actor, I'll look at the script later though see if there's a script command to do it though thanks anyways.
  4. Is there a way to disable this for certain actors or classes, to hide an empty skill tab?


    7mr9J5Hl.png
  5. You mean the code snippet only apply to certain actor/class?

    Yes, certainly. But, I need to know which one are they.

    Or maybe you prefer I turn the code snippet into a standalone plugin on its own, with its own configuration setting?
  6. (I think?) this is different from the snippet you sent me, which is working fine. I meant having Equip Skills disabled for certain actors or classes.

    Thanks to <EQS Ignore>, I've limited which skills are "equipped" to certain skill types which are not available to all classes. But currently EQS will still show up for those classes, despite having no content.
  7. Oh, I get it. I assume you mean that in Skill Menu scene, only certain actor/class have "access" to Equip Skill command?

    Like, you want the "Equip" section to be hidden for certain actor/class (even though technically they are still affected by EQS "rule" if their skills doesn't have <EQS Ignore>).

    If so, I will add this feature in the next update (along with Slot Types/Skill Tiers functionality).

    Probably done in around 3-4 days, I guess.  :D
  8. Wow, this looks awesome. I don't really have a project to use it in right now, but I'm sure I will someday soon.

    For one, this is a great help for making a SaGa Frontier-like ability system...(at least part of it)
  9. Finally, the plugin update is done! Sorry guys if it took forever to finish the update. :(

    I shouldn't procrastinate too much... :p

    Anyway, the plugin now supports multiple Slot Types!

    Spoiler
    EQS_Scene_Types_zps0h7yd8gq.png
    You can also hide the Equip Skill menu from certain Actor/Class by using notetag. Combined with <EQS Ignore> you can make this plugin to work "exclusively" on certain Actor/Class to make them sort of "unique".

    Also, if you use the JP Compatibility Add-On, please update it to latest version as well.
  10. Let me be the first to say thanks, I've been camping this post daily eagerly awaiting this next version!  Much love  :)
  11. Might have an error or conflict with something, the contents of the equip panel and learned panel have vanished on me.

    Currently doublechecking with a fresh project
  12. Really enjoying the ability to create different grades of skill equips, one small idea, can we link an icon in anyway to the Slot Type name?
  13. This is with a fresh project:

    Spoiler
    cX2Fn3Fl.png


    utTIinM.png


    3XLcBHim.png


    otY9anxm.png
    What am I missing?
  14. @Kest

    I can only make a guess here. It's probably because in this version, there is no default value for Actor's max slots (unlike the previous version).

    That means if you don't define the Actor's Maximum Skill Slots with notetags, the Actor will have no Skill Slots available.

    Try adding this notetag to the actor and see if it fix the issue. :)

    <EQS Max Slots 0 Level 1 to 99: 5>

    @Drackomordain

    Hmm... Does it mean adding an icon just to left of Slot Type Name?

    Like this?

    [icon] White Magic [icon] Heal

    Or, does it mean replacing the entire Slot Type Name with an icon like this?

    [icon] [icon] Heal
  15. Moogle_X said:
    @Kest

    I can only make a guess here. It's probably because in this version, there is no default value for Actor's max slots (unlike the previous version).

    That means if you don't define the Actor's Maximum Skill Slots with notetags, the Actor will have no Skill Slots available.

    Try adding this notetag to the actor and see if it fix the issue. :)

    <EQS Max Slots 0 Level 1 to 99: 5>
    Looks like this did the trick. I didn't realize that was necessary.
  16. [icon] White Magic [icon] Heal

    This was what I was thinking.
  17. I made a quick test with Slot Type Icon. The end result will end up look like this.

    Spoiler
    EQS_Scene_Types_IconTest_zpstl4elvxh.png
    Not sure what everyone else is thinking, but I "personally" feel slightly uncomfortable seeing 2 icons show up in same line.

    But, if I will gladly add this Slot Type Icon feature (with ON/OFF option) in the next version if everyone request it.
  18. I know it won't be for everyone, but I like it
  19. Moogle_X said:
    I made a quick test with Slot Type Icon. The end result will end up look like this.

    Spoiler
    EQS_Scene_Types_IconTest_zpstl4elvxh.png
    Spoiler
    Not sure what everyone else is thinking, but I "personally" feel slightly uncomfortable seeing 2 icons show up in same line.

    But, if I will gladly add this Slot Type Icon feature (with ON/OFF option) in the next version if everyone request it.
    I'm with you on this. Looks very weird. And from a uniformity standpoint, it won't mesh well with the other menus. 

    By the way, FANTASTIC job on the newest update. This plugin flew under the radar for me after the initial release because I wanted a Slot type system from the beginning. So thank you very much for this. 
  20. For the Equip Type Icon maybe you could only show the icon and name when there isn't a skill equipped, once there's a skill equipped the icon and the name could disappear, it might look better, what do you think?

    Hey also you use

    DataManager.isDatabaseLoadedAnd it often gets called multiple times, by other people and plugins. You should probably add some kind of protection so that doesn't happen.

    So I wrote up a fix:

    Spoiler
    Code:
    Moogle_X.EQS.DatabaseLoaded = false;Moogle_X.EQS.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;DataManager.isDatabaseLoaded = function() {    if (!Moogle_X.EQS.DataManager_isDatabaseLoaded.call(this)) return false;	if (!Moogle_X.EQS.DatabaseLoaded) {		DataManager.readNotetags_EQS1($dataActors);		DataManager.readNotetags_EQS2($dataActors);		DataManager.readNotetags_EQS2($dataClasses);		DataManager.readNotetags_EQS2($dataWeapons);		DataManager.readNotetags_EQS2($dataArmors);		DataManager.readNotetags_EQS2($dataStates);		DataManager.readNotetags_EQS3($dataSkills);		DataManager.readNotetags_EQS4($dataItems);		DataManager.readNotetags_EQS4($dataSkills);		DataManager.readNotetags_EQS5($dataActors);		DataManager.readNotetags_EQS5($dataClasses);		Moogle_X.EQS.DatabaseLoaded = true;	}    	return true;};