Learn Skill from Equipment

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Started by Fomar0153 127 posts Page 6 of 7 View original ↗
  1. i didn't know if i should start a new thread or post this here... i'm using this plugin with the ability to learn the skills 1 at a time...

    ATT_Turan said:
    Open the plugin in a text editor, go to line 108. Hit enter to make a new line and put in:
    Code:
    if (!this.canUse($dataSkills[skillId])) return;
    If a given actor doesn't meet the requirements to use a certain skill, they won't gain AP in it.

    i encountered a problem and was wondering if anyone would know or be will to make a fix.
    if a skill needs 2 ap left to learn and you get 10 from a battle, not only do you master the skill but 10 ap is carried over to the next skill. would there be a way to either subtract the 2 ap that the previous skill required and give the 8 to the next skill, or set the ap to 0 after learning a skill and nothing gets carried over to the next.
  2. Hey all,

    Trying to incorporate a "Skip Training" common event. Part of this involves auto learning skills associated with equipment of this plugin. Been at it for a day or so and cant work out how to manually gain the AP needed to visually complete the bars in the equipment window.

    I know I can force learn the skills, but this does not address the visual and thus can be confusing for the player


    What I need?

    "Skip Training?" > Yes > Gain AP needed for X skill of equipment > Learn Skill; (player checks equip menu and sees that the bar is full for Skill associated)
  3. ATT_Turan said:
    You put the code in the right place. But that code is asking whether the actor can use the skill, not whether they can see it.

    Try using
    Code:
    <JS Skill Enable>
    enabled=user.isLearnedSkill(99);
    </JS Skill Enable>

    That should cause the canUse() check to return false on that skill if they don't know skill 99.

    Of course, with VisuStella's obfuscated code I can't confirm that, I can only presume they used the most sensible course of action with tying it into existing functions.

    Also, just in case you don't know, any time you change plugins or your database you need to check it by starting a new play test - you can't load a save game.
    hello,
    i am trying to set this up but i cant get it to work...

    where do i put this code in:


    Code:
    <JS Skill Enable>
    enabled=user.isLearnedSkill(99);
    </JS Skill Enable>

    in the notetag from the skill i guess ?

    sorry for the dumb question.
  4. paradajz said:
    where do i put this code in:

    in the notetag from the skill i guess ?
    That's what the instructions say.

    instructions.png
  5. Morning all.



    I'm thinking of going the independent items route and thing it would make better sense if
    Actor A uses Weapon B to track Fire 1

    they shouldn't also gain AP for Weapon D to also track Fire 1 since that weapon wasn't equipped at the time.


    Anyone have any luck having the gauges/ap tracking specific to individual equipment when using Independent Items (YEP Item Core)?


    TLDR, how to make this into materia. lol
  6. Hey all,

    I'm running into a really weird bug of sorts.

    I manually call the gainSkillAP function on skill Use and whenn users are targeted by a skill that they are currently tracking.

    1701812639904.png

    So if this Actor Uses Ember or is targeted by Ember in battle:

    1701813587303.png

    Until the meter is maxed out and then the skill can be used without any Equipment.

    The weird bug is this.

    Say Actor B only has a max MP of 1 ("Pages" in this example)

    1701815064973.png
    1701815110379.png

    If they use the skill in battle, they don't accrue the skills AP. But they still get the AP gain if they are targetted.

    I am using my own function hooked into Game_Action.apply to give skillAp (see my attached version of the plugin Lines 151 -> 188) and below

    /////////////////////////////////////////////// // Puppet Knight Add-in For Use and Targetted by skill /////////////////////////////////////////////// // Function to check if an actor has a specific skill function actorHasSkill(actor, skillId) { return actor.skills().some(function(skill) { return skill.id === skillId; }); } // Alias the Game_Action apply function to gain skill AP when an actor is targeted const _Game_Action_prototype_apply = Game_Action.prototype.apply; Game_Action.prototype.apply = function(target) { _Game_Action_prototype_apply.call(this, target); // Call the custom function to gain skill AP this.gainSkillAPOnTarget(target); this.gainSkillAPOnUser(); }; // Function to gain skill AP on the target of skill Game_Action.prototype.gainSkillAPOnTarget = function(target) { const skill = this.item(); const ap = 1; // Adjust the AP value as needed if (target.isActor() && skill && actorHasSkill(target, skill.id)) { target.gainSkillAP(skill.id, ap); } }; // Function to gain skill AP on the user of skill Game_Action.prototype.gainSkillAPOnUser = function() { const user = this.subject(); // Get the user of the skill const skill = this.item(); const ap = 1; // Adjust the AP value as needed if (user.isActor() && skill && actorHasSkill(user, skill.id)) { user.gainSkillAP(skill.id, ap); } }; /////////////////////////////////////////////// ///////////////////////////////////////////////
  7. Good morning! I was wandering around the topic and I was wondering if this plugin was still usable and if it was also usable under MV?
    THANKS !
  8. Shampignac said:
    Good morning! I was wandering around the topic and I was wondering if this plugin was still usable and if it was also usable under MV?
    THANKS !
    Usable yes. I can't verify MV compatibility. Wouldnt hurt to jsut try and see? lol
  9. so I tried to use the equipment and AP plugin and the AP one works (I gain some in any case when I kill a monster) but when I activate the equipment one this is what it gives me.
    1704225847152.png
  10. Shampignac said:
    so I tried to use the equipment and AP plugin and the AP one works (I gain some in any case when I kill a monster) but when I activate the equipment one this is what it gives me.
    View attachment 290533


    Thats because oh how MV handles windows vs MZ. You'll have to look into how to convert those functions over. It shouldnt be terribly hard tho
  11. the problem is that my limits of code knowledge are html and scss so I still have a lot of trouble with js

    EDIT: I thank moogle for the work :)

    Equip Skill System
  12. As a complete newbie to RMMZ I found the instructions a little tricky to follow at first, but now that I get it, I'm very chuffed and excited to put this feature in my game.

    Yours is the first battle plugin I've tried. My imagination is running wild now. Thank you so much!
  13. Hey everybody.

    Is it possible to display more than 3 learnable skills in the equips window, and if so how would one do this? I took a look through the .js file to see if anything jumped out at me for maybe a simple edit, but unsurprisingly nothing did.
  14. Hola, recibo este error. ¿Alguien podría ayudarme?

    Hello, I am getting this error. Could anyone help me?



    1714588156492.png
  15. Make sure you didn't change the name of the plugin. It should be Fomar0153_EquipmentSkills.js
  16. I was wondering if it would be possible to gain ap at half rate if they actor is not a BattleMember?
  17. Oggy said:
    I was wondering if it would be possible to gain ap at half rate if they actor is not a BattleMember?
    probably need to update the 'gainSkillAP' function to check if the battleMemebers includes `this`
  18. I love the idea of this plugin, but I can't for the life of me figure out the reason for a specific error.1000165513.jpgI've tried everything from making sure the name was right, putting the plugin at the top of the list, putting the appropriate tags on the weapons and skills, but nothing I try works. If anybody has any information on how to fix this, please let me know! I feel like I'm losing my mind!
  19. MTPlayer said:
    I love the idea of this plugin, but I can't for the life of me figure out the reason for a specific error.View attachment 340059I've tried everything from making sure the name was right, putting the plugin at the top of the list, putting the appropriate tags on the weapons and skills, but nothing I try works. If anybody has any information on how to fix this, please let me know! I feel like I'm losing my mind!
    Can you share what prints to the console when you get this error?

    Hit F8 to bring the console up if its not coming up by default
  20. also if it helps, one of the easiest ways to get that error is making a mistake in handling a battler's hp, mp or tp. if youve done something that'd impact either your actors' current or max gauge values, doublecheck them.
    You would have to show us screenshots of what youve done for anyone to say much more