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Skill Update

DerVVulfman;192627 said:
Well.... techically it DOES change to Holy Blessing LV 2. You can even have the battle animation change per level, let alone Power, SP and such.

You just can't add effects like Holy Blessing Lv 1 heals HP only while Lv2 gets a 'SP' healing bonus... And it won't change into a different skill ID.

Oh well, looks like time to re-configure my skills. It's not your fault DVV, it's just I thought the system worked differently, that's all..;)
 
Found an interesting problem. When using RTAB with Connected Attacking, the skills that have two hits actually seem to decrease in level, starting at Lv. 2. On the other hand, if you have a skill with three hits, it seems to work fine. I was able to get up to Lv. 4, before I stopped testing it. I suppose I could just skip the two hits, and go right to three with the animation, but I haven't yet figured out how to change the animation as it is. I'm still working on getting that right. I thought I had it, but the animation didn't change with the new level. However, I thought I'd let you know about that weird situation.

Oh, and for anyone who has a problem with Connected Attacking in the way of receiving an error, I discovered that you have to put this script above it, otherwise as soon as you use a multi-hit animation, the game crashes. At least, this is what happened to me.
 
I Keep Getting a message
Script: "SP Levels" line 293 No method Error
Undefined method `[]' for nil:Nil Class
I am using a teleport skill if that is a problem
 
I was looking for a script that did this and poof there it was XD
hehe I thought this was fun to use...

is there anyway to make healing commands level up differently??? other than adding them into that array??? like have a search that says if healing then 20 uses level up if not 10 uses?

if you use Tricksters battle commands and set it up to give you skills while only 1 item is equiped its fun XD

I have a level 10 burn spell that I only have when I have an accessory named Novice's book equiped its fun XD

its neat cause you dont actually need to know the spell to use it...

I am going to check to see if i can just look for an item in the inventory and add skills to tricksters commands based on items and/or switches... if I can I can set it up so if I have a certain item equiped it will have certain skills and get more added to that later on XD hehee
 
To cdog5000:
Dunno. And I'm guessing the line is:
Code:
          if nst1 != nil and nst2[user.skill_level[skill.id]] != nil
As it is in the posted script. It could be a mis-configured array or something. Could be as simple as a missing [ or ] in your config.

To wsenor:
Sorry. The system was set up to use arrays to hold all the data involved. Given all the options (by actor, by level, max levels, points per level), you gotta assume that arrays would get involved.

Level 10 burn? I use an older Seph's Equipment Skills script to do that. Got it in my RTAB demo in Animated Battlers. I removed the SDK dependency lines (just the top 2 commands and bottom line) from it.
 
oh its a reaaaaly weak fire spell XD that I used alot and got it to level 10...

I was using Tricksters's Custom commands script because I found it first...
I am planning on removing the 'skills' command and only allow you to use certain battlecommand things if you are a certain class or have an item equiped later on...

Its alot of fun to mess with...
I have everything except for the leveling up strength of the spell/skills disabled...

burn spell: sp cost 1: power 3: atk-f 1: cause its supposed to be useable even when muted even though its a spell... and variance is set to 2...

so based on the power increase...
0.5
I am guessing it adds 3 + [3*0.5] = per level??? so basicly every level it adds 1 power right???

EDIT: I also got rid of the level up notice because it seemed to show the level up on the use right after the required uses... which was fine but I hated seeing it everytime a skill/spell leveled up...

also guess I am gonna have to set up all healing spells after they are created into the array... oh well it just makes it a tiny bit harder XD
 
Hmm...This is an interesting system...I do notice one rather annoying thing in the system though. The level up messages seem to stay on screen for just a little too long, and they're a bit hard to read as just white on the bakground. Can a small window be fit around it or something?
 
Hmmm... unfortunately, there's no 'WAIT' value in the system so it is staying on-screen the same duration as any other pop-up would in the system you are using.

As far as the background thingie, that would be a custom edit.

Looking at the script, maybe you can do a minor bit of customization at around line 515, after this:
Code:
      @skill_up_window = Window_Skillup.new(@active_battler)
Changing the opacity... setting the windowskin for that window... whatever.

Give it a shot.
 
hehe i noticed it was compatible but dun care if theres errors XD...

question though... is there a way to level up a skill so many times like train this skill???
I mean in a call script???

I found these in the script...
set_skill_level(actor_id, skill_id, actor.skill_level[skill_id]+1)
set_skill_level(actor_id, skill_id, actor.skill_level[skill_id]-1)

how would I be able to call that???

I think it would be neat if you could make a area and have someone teach you a skill and have that skill trained to a certain level... or make it so your skills are weak at first but get super strong at later levels XD thus making you want to spend money on to level it up...
 
wsensor;258618 said:
...or make it so your skills are weak at first but get super strong at later levels XD thus making you want to spend money on to level it up...

Doesn't it already power up skills based on the might rate value you enter in?
 
You mean to create a map event, like some NPC trainer who can increase the level of your skill or skills? :eek: Nice idea. :thumb:
[ Hilda's Fireball Lv1 + 23 points(ala event) = Hilda's Fireball Lv 2 ]

I'm sure there is a way, but Claihm never gave any clues how to do this.

I'm not an expert on this script, though I did a 'fair' job of translating it into English. Post that request into the Script Requests section and see if someone bites. Remember to give a link to this topic so they have the script available.

Again... sounds sweet! :yes:
 

Rue

Member

You can do that through normal events. Say a quest have been finished and as a reward, the NPC will upgrade your skill. Add the new skill and forget the former skill like:
add Fire lvl 2
forget Fire lvl1 in the Change Skill tab.
 
The system doesn't change skills from one weaker skill (Fire 1) to a stronger skill (Fire 2) after points are gained. It levels up a single skill just like the actors level up.

So your suggestion would require you to have the Fire skill being 'learned' would also require it to have EXP points already applied so it would be pre-level2.

Sorry.
 
oh thats not what I meant...
I am guessing that the script can be used to add a level like

fireball (1) = level 1 to fireball (10) = level 10...
thats what I meant XD I did not mean to give you from having
fire1 at level 10 to giving you fire2 at level 1...

XD

and I think it would be something like this

Code:
if actor.skill_level[skill.id] >= 20 
    @skills.push(skill_id)
  else
    #do nothing???
end

though I am not sure but it would probably be something like that... just not sure XD and how to put that into the script I have no idea... XD I was thinking if thats correct you could put that into a call script or something... or just make another script that works with the skills_update script like an addon that does this...

I might mess around and try to make a call script or something that checks for the skill level and gives a new skill... I have trouble learning it but if I see it I can mess with it XD and it just looks sorta right XD

...

I also noticed... that when a skill has the power of 5 and it is added half of that...
5 * 0.5 ((<=might rate)) it gets devided by 100...

Code:
          # Correction value renewal
          actor.skill_power[skill.id] += skill.power * might_rate / 100
          actor.skill_power[skill.id] = actor.skill_power[skill.id].truncate

so my skills cant get any stronger T_T.. hmm gonna have to edit that ... thats just not good enough XD hmm... maybe devide it by 2 instead???
that would at least allow for a low powered skill to get stronger... hmmm... dunno XD eh oh well XD
 

Rue

Member

DerVVulfman;258644 said:
The system doesn't change skills from one weaker skill (Fire 1) to a stronger skill (Fire 2) after points are gained. It levels up a single skill just like the actors level up.

So your suggestion would require you to have the Fire skill being 'learned' would also require it to have EXP points already applied so it would be pre-level2.

Sorry.

To what I suggested, no points whatsoever is required. You just have to make 2 different skills (Fire 1 and Fire 2) in the database and use the Change Skill event to switch the two.
 
yea it does defeat the purpose...
but I think I would rather use this instead of trying to give you another skill...

also umm why would I want to give myself an upgraded skill through a quest or something...

this script is supposed to be used so that the more you use a SPECIFIC skill the stronger that skill gets...

and the only reason you would want to do something like add a skill after your main skill hits a certain level is if you are making that the only way to get new skills...

if it can be done through a script add on or something that at a certain level of skill 1 you get skill 2 then yes that would be ok...

you would just have to make it a reason to earn skill 2...

like skill 1 hit max power and is still not strong enough... then you learn skill 2... skill 2 starts out at about the same power as skill 1 maxed out at and you start the leveling again...

you might also be able to do this skill A reaches level 10 skill B reaches level 10 you gain skill C

I am gonna look into that cause it would be neat... I might try and make a script that is set so that when I get a skill to a certain level I get to keep it instead of it being only useable through one of tricksters command addons XD

cause I wanna only get to 'keep' the skill if it reaches say level 10 then that would be considered learned and would be in your real skill menu
 

Rue

Member

I know your point now. It's kinda like Equiment Skill where you dont actualy have the skill unless you level it and when you get enough Points, you will permanently have the skill.

And what I said earlier was just a suggestion and not connected to the system.
 

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