Skill Equip

● ARCHIVED · READ-ONLY
Started by Dr.Yami 20 posts View original ↗
  1. Skill Equip


    Introduction

    This script requires the player to make decisions as to which skills to bring into battle for each character. Player must equip and change skill in each slot for characters to make the best tactic.

    Features

    - Can change slots number by equipments.

    - Each actor and class can have an unique slots number.

    - Has a cool information window when equipping skill.

    Screenshots

    Spoiler
    ZB73S.png
    Download & Manual

    Get them here

    Credit

    Yami

    Yanfly for scene layout.
  2. Awww yis <3
  3. Yami, you have made my evening. Thank you so much for such an amazing (and much needed) script <3
  4. Pretty neat! :) But, errr, you know what? I'm kind of interested more in the window you're using in that screenshot there. :p Where did you get it? Looks pretty elegant!
  5. Liak said:
    Pretty neat! :) But, errr, you know what? I'm kind of interested more in the window you're using in that screenshot there. :p Where did you get it? Looks pretty elegant!
    That window skin? EvilEagles made that for me :)
  6. Really good job! :) But that probably means I cannot get it at all, right? Bummer. :D
  7. Great script, was really looking for one of these for Ace. Have a request/suggestion for it though. Maybe this already exists but I misses it (sorry if I did).

    but would it be possible to add functionality for skill restrictions and categories like Yanfly's Skill Equip system from the Melody Engine did? By that, I mean, the ability to designate (for example) certain skills as "normal," "strong," or "elite." Then a character could have 4 normal slots, 2 strong slots and 1 elite slot to equip skills to.

    Or another example would be, a character could only equip 4 fire spells and 4 water spells. They would have 8 total spell slots, but only 4 from each category so they couldn't load every spell as a fire spell.

    Hope this make sense because I would love this level of customization.
  8. So this means you can limit how many skills an actor can have available from that pool?
  9. That would be the idea, yes.
  10. Could it be possible to make like a skill point system to where you get skill points (also it will increase upon level up) on top of the slots system already made like in Kingdom hearts, The best system I know that can add this effect is for VX by KGC here

    http://www.rpgmakervx.net/index.php?showtopic=49083

    Can you please put this i there as like a choice or better yet make it to where certain actors have the skill point limitation. Or maybe just an option weather to use that part.

    You could make it to where you tag your equipment and skills with how much points they give along with a negative effect and you could like add a point gauge under the level of the actor.
  11. Seems like we're in want of a variable yet again, right, Yami? :p
  12. Pretty spiffy. This was one of those things I was missing in the current YEA build.
  13. I found a bug today. It happens when you are in combat and you have more skills then skill slots. Its a bit weird to describe so I'll use some images. A few things: I'm only using your Skill Equip script by itself and I haven't modified it in any way (default skill slots = 4), all the skills seen below were set to be learned at Lvl 1, have no MP or TP cost, and all set to the 'Special' starting category. Ok I hope this makes sense...

    Here's how his skill screen is laid out, 5 skills learned:

    Spoiler
    Now here's my skill Equip Screen. I haven't touched the skills. Your script has auto-equipped the first 4 skills in his skill list (which is fine, not a problem).

    Spoiler
    Then we'll mix up the skills just for the heck of it, as one might actually do in a real game:

    Spoiler
    This is what his skill selection looks like in combat (as expected):

    Spoiler
    This is the bugged part. After we use a skill from the scrambled up skill list (I did Fire Breath), it then reverts back to its original (Image 2) equipped list:

    Spoiler
    I've tested this multiple times on a couple of different projects (one having no scripts like in the example above and one game having many scripts) and the results have been the same.
  14. Okay I fixed it. Download script again :)
  15. Awesome, that fixed it! Thanks.
  16. If I may ask: is there a simple way to make it so only some characters have to equip skills?

    Or to make it so certain skill categories can always be used without being equipped?

    (I can modify the script myself if I need to, but I decided to try asking and hope for a "Yes, just change these two lines of code" answer, even if I know it's unlikely. :p )
  17. I’ve found this error;

    “Script ‘Skill Equip’ line 276: TypeError occured.

    can’t convert RPG::Skill into an integer”

    I’m not sure what to do.

    (I posted this on your Symphoria site, but the comments were full of spammers, so I thought maybe it'd be better if I posted here)
  18. I'm getting an error here:

    obuz.png
  19. Can somebody help me to accomplish "Spell levels" with this?, similar to Final fantasy I, where you get three aditional slots according to the actor level
     
    EDIT:
     
    A screenshot of how i tried to make it work... the only problem by now is that the script call only works with equipment.

    28btgcp.png
  20. Is there a way to make it so that all unequipped skills aren't available even outside of battle? This would be most applicable to "passive" state skills, like Victor's Passive States script.

    Disregard: Found the addon.