@Oggy So your notetags look right, but when I look at your plugin list, I think I see your problem. The plugin is supposed to be called EquipmentSkills, but you've seemingly renamed it to ItemSkills. Renaming plugins is generally not advised. Try changing the name back to EquipmentSkills and see if it still doesn't work.
Learn Skill from Equipment
● ARCHIVED · READ-ONLY
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This@Oggy So your notetags look right, but when I look at your plugin list, I think I see your problem. The plugin is supposed to be called EquipmentSkills, but you've seemingly renamed it to ItemSkills. Renaming plugins is generally not advised. Try changing the name back to EquipmentSkills and see if it still doesn't work.
But also. You are also missing notetags needed on the Equipment itself to call the AP bar.
@Oggy
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That's not what the plugin instructions say.You are also missing notetags needed on the Equipment itself to call the AP bar.
To add the skills to the equipment you can either add them via traits...
Or you can add them via notetags: <skills: x;y;z> -
Yeah, the plugin supports both notetags or simply adding the skill through traits.
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@ATT_Turan / @Sword_of_Dusk Both correct instruction wise. However for whatever reason (in my own use at least). Unless the skills notetag is also added in, the bars will NOT appear in the equipment screen.
As opposed to:
@Oggy specifically the plugin name should be Fomar0153_EquipmentSkills.js
Rename and see if that fixes. -
Have you reported that to @Fomar0153 as a bug? It's either a bug in the plugin or a mistake in the instructions, which can be easily edited.Unless the skills notetag is also added in, the bars will NOT appear in the equipment screen.
Good info. Similarly, @Oggy appears to also have renamed the AP plugin, which should be Fomar0153_APSystem. You should always leave plugins with the names from the authors.specifically the plugin name should be Fomar0153_EquipmentSkills.js -
No. Mainly because Im not fully convinced its the plugin thats the issue. My project is oversaturated with plugins atm. LolHave you reported that to @Fomar0153 as a bug? It's either a bug in the plugin or a mistake in the instructions, which can be easily edited.
Will try on a blank project and see -
That seems unlikely to me. If this plugin is correctly checking for both the trait and the notetag to then draw the AP bar, it would all be happening in the same function (probably even on the same line of code).No. Mainly because Im not fully convinced its the plugin thats the issue. My project is oversaturated with plugins atm.
That means if there was a problem from a plugin conflict, neither method should work - plugin conflicts happen when another plugin overwrites the same function as this one. So all of the new code or all of the old code would be getting used, not half and half. -
@ATT_Turan @Sword_of_Dusk Ill try the rename. The download for this plugin was just a copy this code into a js file, so i just slapped a name on it so i knew what it was.
EDIT:
The rename worked. Also it is it is now reading notetag or trait independently. As in if i have both the notetag and the trait for one skill on the same weapon it shows two in the list. -
Where did you download it from? The link in the first post of the thread goes to a .js file with the name given above.The download for this plugin was just a copy this code into a js file, so i just slapped a name on it so i knew what it was.
If you right-click the link and select Save As, or if you click the link to the page and do File -> Save Page As, it should already have the correct name and extension filled out for you.
Also make sure you add the notetag, as Puppet Knight described it might not function correctly without it (and worst case it doesn't hurt anything to add it). -
Ah I didnt know you could do a save as. I though I had to copy it to a js file. Thanks for the info though that will make it loads easier in the future.
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Yeah, if you look at the actual URL in your Web browser, you should see the .js extension at the end of the path.
Generally speaking, you only ever need to copy/paste and make your own file if something is in a forum post. -
@Puppet Knight Did you ever get a standalone skill restriction by mastery for this plugin?
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Does it show the AP gauge if you're just using the trait then? Because if it does, something is off with the version of the plugin that @Puppet Knight has.The rename worked. Also it is it is now reading notetag or trait independently. As in if i have both the notetag and the trait for one skill on the same weapon it shows two in the list.
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Yep. It shows it as it should with just the trait. If i use both for the same skill it shows the name and gauge twice.Does it show the AP gauge if you're just using the trait then? Because if it does, something is off with the version of the plugin that @Puppet Knight has.
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Tested on blank project:
As Oggy and everyone has said and per the instructions it only needs 1 or the other to show the AP bar.
So why did I have both?:
I was racking my brain on this and then realized I'm not using this System as designed...
Intentionally! lol
I'm using an Actor-Only Passive state via VisuStellas SkillStatesCore:
<JS Post-Damage as User> if (this.isSkill()) user.gainSkillAP(this.item().id, 1); </JS Post-Damage as User>
That should look familiar @ATT_Turan :LZSsmile:
And then there is this EquipmentSkill parameter setting:
When set to ON, the skill attached to a piece of equipment provides the AP bar as designed. I had this set to OFF to make sure that the Skills Traited would be available to the player to be able to train up the AP bar (adding to notetag alone doesn't make the skill usable). However, when set to ON the skill is both usable and able to be tracked using ATTs script ^.
Also of note, this Learning only occurs using the Passive State if VisuStellas Battle Core plugin is also enabled. (because of course it does)
In the future I will likely still use a combo of the traits and notetags across more than one piece of equipment to encourage learning skills via dope combos. But for now. I can keep it simple ^_^
For anyone that finds this down the line. My set up (with regards to Fomars EquipmentSkill + VisuStella SkillStates) is meant to slightly mimic the Materia System of Final Fantasy VII where skill use leads to mastery for that Actor.
Feel free to give me a shout if you have any questions and if you do also decide to utilize this system, be sure to also credit @ATT_Turan especially if you use the Passive State JS provided ^
Sorry for the added fluff to this thread that would've just been a simple help to @Oggy but it coincidentally helped me learn more about this plug in myself! -
I am having an issue with this applying to a in slot 5 (in equipment types). It applies to the first four equipment slots not after for some reason. Can anyone help with this? -
Can you expand on this? What isnt working exactlyI am having an issue with this applying to a in slot 5. It applies to the first four equipment slots not after for some reason. Can anyone help with this?
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@Puppet Knight
NM I was too tired for my own good. Forgot to add the ap tag to the skill -
Be prepared for that to happen at least once a day. xD. I had a whole moment thinking that something was wrong with the weapon I created somehow, nope! Didn't add the ap tag in the skill xD@Puppet Knight
NM I was too tired for my own good. Forgot to add the ap tag to the skill