Equip Skill System

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Started by Moogle_X 198 posts Page 8 of 10 View original ↗
  1. killerfer said:
    @ramza


    Oh I tottaly forgot about the infinite loop thing, sorry about that. Try to do this instead then:


    <Custom Passive Condition>


    if (user.eqsSkillEquipped($dataSkills[x])) {


    condition = false;


    } else {


    condition = true;


    }


    </Custom Passive Condition>


    This checks if the actor has skill X equipped. It works in the skill core, I think it should work in the auto passive states too.

    Is it possible to have this check for a skill that is known instead of equipped? I can make all two-handed weapons teach a passive skill that isn't equipped and is generally hidden from view and use this, but it only works if I force-equip that hidden skill in testing. Is there a list somewhere of values like the user.eqsSkillEquipped($dataSkills[x])) thing you have in this code that I can look at to try to figure stuff like this out on my own? The help documentation doesn't seem to include it.


    Thanks

    Moogle_X said:
    Spoiler
    EQS_ClassRestrict_zpsfszrnrhd.png



    For more detailed information about the setup, please read the help file. ;)


    @ramza


    How about adding this custom passive condition on your dual wield state.


    So, basically the passive state will check if actor's shield slot is sealed or not. If true, the dual wield state will disappear.


    If false, dual wield state will persist. There is some minor visual weirdness though in the Scene Equip.


    If the player equip the 2-handed weapon on the second weapon slot when the dual wield state still active, the second weapon slot will be emptied immediately, and the slot will be renamed to shield.


    Everything is working perfectly if the player try to equip the 2-handed weapon on the first weapon slot.





    I tried this but it doesn't work because my passive state is setting the dual-wield equip option from the equip -> slot type option. The engine doesn't see the shield slot as being blocked, even if I already have a two handed weapon equipped that disables the shield slot when I equip the dual-wield skill.


    Edit: Actually, never mind, your custom condition works here. Turns out I had removed the equipment sealing property on the two handed sword during testing last night and forgot to add it back on. While it isn't 100% perfect due to the reason you already pointed out, the main goal was to prevent powergaming by players, and this is successful in doing just that.


    Thanks for adding skill lock by class as well :) Cheers.
  2. @ramza


    To check if a skill is learned instead of  user.eqsSkillEquipped($dataSkills[x])  use "user.isLearnedSkill(x)", although it does not work for traits.


    Have you tried this? 




    I just thought, I've done the same thing you are doing. We keep smashing our heads against the wall to try to figure how to solve a problem, when someone else already did that xD


    I think with this plugin you can set a restriction of the 2h weapon to the dual wield state and vice-versa.
  3. @killerfer


    I hadn't seen that plugin before you mentioned it. I may need it in the future, but so far, what I got from Moogle_X does what I need it to.
  4. @ramza


    That's great. @Moogle_X is the best  :rock-left: :D :rock-right: . About your question earlier (only seen it now) of a list to get the parameters to type in the conditions. I usually get mine from the rpg_objects.js in my project folder. I open it with Atom and search for words that I think will give me what I need. This and some google on javascript and now I can find those pretty easily.


    @Moogle_X


    Moogle, I don't know if you have the time right now but I want to suggest/ask for a feature. A plugin command or script call that locks Actor X Slot Y. For example, I wanna set a guest character (a la Gafgarion xD), and he will have some overpowered skills equiped by default, but I don't want the player to change/unequip them. If you have other priorities it's okay because I can already block the player from removing his skills by hiding his EQS menu. I just though it would be a cool feature to add (would be awesome to setup some "cursed" skills"). Thanks for everything o/
  5. I think I just found a bug with the EQS system.


    The note tags for added a skill slot, or increasing the maximum limit do not work when placed into a state, despite the help documentation stating otherwise.


    <EQS Slot Plus x: y>
    <EQS Limit Plus: x>


    When I was testing a class out with a skill learned that gave the state as a passive state, the state was active, but the increased slot and limit were not applied. This was changed when I put the notetags directly into the class note box and skipped using a state at all. This works for right now, but if in the future I want an equippable skill that gives you an extra slot of a different type using a state this functionality will be sorely needed.


    Thanks in advance, keep up the good work :)
  6. @ramza


    I personally don't recommend you use <EQS Slot Plus x: y> with passive state or even passive skills.


    With passive skills, that notetag actually works. But, the result is so buggy!


    Unequiping the passive skills won't reset the Equip Slots data back to the previous "clean" version.


    I have no idea why! I also suggest you try switching class back and forth and check if the number of slots are "correct" or not.
  7. @Moogle_X


    That's a good point, I hadn't tried that.


    It does appear to work properly on class tags, even when changing between classes that have the tag and those that don't. I'm not sure why that wouldn't work in a similar way on a state though. I don't know enough about JavaScript to be of any aid in tracking that down.


    In the mean time I probably won't use this effect at all. It's intended use was low priority anyway.
  8. Hi,


    when i equip a skill that gives passive state form Yanfly passives that gives user same SType like he have from class it looks like on screenshot.


    It can by fixed in plugin? or eventually class can block skill equip from tag: <EQS Block: x> - i can't equip same SType and problem is gone

    Clipboard02.png
  9. @Znikomek


    Just install this plugin and put it at the bottom of the list. It should solve the duplicate skill type issue.


    External Link
  10. @Moogle_X


    You are the best :D
  11. Umm So i got a problem skills are not showing up in the skill equip
  12. Do your actors have their default skill slots set up using the following tag?


    <EQS Max Slots x Level 1 to 99: y>


    You will also have to have the following tag on a skill that you want to equip:

    Code:
    <EQS Type: x>
  13. Moogle_X said:
    @Znikomek


    Just install this plugin and put it at the bottom of the list. It should solve the duplicate skill type issue.


    External Link

    I've tried this and I can't get it to remove Duplicate Skill Types.
    I even used that <EQS Type: 1> and put it in the Notes of each of the skills in regards to that slot. (Magic)

    I have 3 Accessory Slots.
    I have Orb: Heal   armor.... That grants Skill Type Magic, and Heal.  For this example I equipped 3 of them. Hence 4 Magics.
    (I haven't yet implemented more items that use that Magic Skill. Otherwise I'd have used them in this example.)

    I also make items from other Groupings  like Cog: Firebomb   (Cybernetic Skill) costs TP.  Of course these also make a Duplicate Cybernetic group...

    I'm using a large inventory of Yanfly plugins.  I placed the plugin at the bottom of the list as directed.
    Is there something I'm missing? I don't know any Javascript yet.  So plugins are my only hope...

    Thanks for making the plugin, I hope you can help me figure out how to fix this disaster.  As I'm obsessed with making Armor/Weapons that give Skills.


    Screen Shot 2016-02-25 at 1.43.31 PM.png
  14. Nice plugin, having a blast to balance the game with this!


    Just encountered an issue:


    When using Yanflys "Auto Passive States" and giving a skill the passive state to unlock 3 skill slots(e.g. Unlock Pyromancy), they do not appear right away, but if you swap "Unlock Pyromancy" with "Unlock Cryomancy" the 3 skill slots for "cyromancy" are unlocked. If you equip/unequip any other skill instead, the 3 slots for "pyromancy" are unlocked.


    Used Notetags:

    Spoiler
    Skill:




    <EQS Cost: 0>
    <EQS Type: 1>
    <Passive State: 41>


    State:




    <EQS Slot Plus 9: 3>

    Am I doing something wrong?


    By the way, would it be possible to set requirements for skills? E.g. you must equip "Fire 1" first before you can equip "Fire 2".


    Would be especially useful for passives to create some kind of tree.
  15. Is it possible to change which part of the window the "Equip Skill" shows up? It would be nice to place this on right after the "Skill" command in the main menu instead of after "Formation".


    Also, I've been trying to use Yanfly's Main Menu Manager to tweak things a bit, not sure if that helps clearing up anything.
  16. This might be a really easy fix but I was wondering if, in the list of equipped skills, you can just have a list (not sorted by type). So lets say I can have 30 skills, there are just thirty slots and they aren't ordered type one, type two etc...


    Essentially I want to let my actors have 20 possible type 1 skills, and 20 possible type 2 skills.. but only 30 skills total... And right now it just leaves a huge string of empties if, for example, they only use 10 type 1 skills.
    Thanks.



    I guess what I'd need to fix is that the each slot can fit a skill of any type.
  17. Is there a way where I can make the menu show all of the types at once in one slot instead of 5 or 10 times over while still allowing the player to equip the skill of the same type until the max amount?


    Something like this


    Empty Slot -> Every skill the player has


    Instead of


    Type 1 empty slot -> Everything with that type


    Type 1 empty slot -> Everything with that type


    Type 1 empty slot -> Everything with that type


    Type 1 empty slot -> Everything with that type


    Type 1 empty slot -> Everything with that type


    Type 1 empty slot -> Everything with that type


    Type 2 empty slot > Everything with that type


    Type 2 empty slot > Everything with that type


    Type 2 empty slot > Everything with that type


    Type 2 empty slot > Everything with that type


    Type 2 empty slot > Everything with that type


    Type 2 empty slot > Everything with that type
  18. Damn, this is a nice script.


    I will note however: While I'm running on a somewhat older laptop that experiences a bit of lagginess on occasion, I get very consistent and powerful lag when I'm actually in the equip skill screen.  It hurts.  I doubt it'd be noticable on a stronger machine... but yeah.  It may be that the setup is refreshing the lists far more frequently than it needs to (This is the usual suspect).


    I don't know if you're still working on this anymore, but yeah.  Just a heads up.
  19. Found a conflict with Yanfly's Skill Core - The skills are nowhere to be found on the menu but in battle, they're still invisible but you can select the first skill you've equipped.
  20. Moogle_X said:

    Equip Skill System v1.45
    by Moogle_X





    Introduction
    This plugin adds equip skill mechanic to all actors. Each time an actor learn a new skill, that skill will be added to his/her "Skill Pool". That actor can access all the skills in their Skill Pool and equip some of those skills into their "Skill Slots".


    All actors can only use the skills equipped in their own Skill Slots.


    Also, only those equipped skills will show up in their battle skill window.

    Features
    - Customize actor's maximum Skill Slots and Equip Limit using notetags.
    - Equip skills using custom scene or plugin command.


    - Increase actor's Skill Slots and Equip Limit using multiple methods (traits, equipment, item effect, plugin command).
    - Make each skill has different Equip Cost.


    - Make exception on some skills. Those skills doesn't need to be equip first before they can be used.


    - Hide equip skill menu for certain actor/class.


    - Now, this plugin supports multiple "Slot Types".


    - Prevent some skills to be equipped when certain skill is already equipped.


    - Now, this plugin supports "Party Based Skill Pool".


    - Limit skill equip options based on class/subclass.

    How to Use


    Hidden Content


    Compatibility


    This plugin is compatible with my Passive Skill plugin. Just position that plugin below Equip Skill System plugin.


    If you use YEP_SkillLearnSystem, please install Moogle_X_EQS_SkillLearnPatch plugin (included in the rar file).


    Position the patch below both Moogle_X_EquipSkillSystem and YEP_SkillLearnSystem plugins.


    If you use YEP_AutoPassiveStates, position this plugin below it.


    UPDATE: Yanfly JP Add-On


    Hidden Content


    Terms of Use


    Free to use in both commercial and non-commercial project as long as credit is given.


    Simply credit me as "Moogle_X" in your in-game credit.


    External Link


    View attachment 31425

    Is it possible to use your plugin to make it so only passive skills or skills that allow any vocation (class to you mere mortals) to use a skill type that is not their specialty need to be equipped? Like Black Magic would only need to be equipped if you're not a Black Mage,and so on?