11-17-2016, 08:12 PM
Well, for some reason I preferred to assign a different button to each information window, but you still can configure that in the module. Thus you can setup the buttons to be the same making it easier to remember which one opens those windows. You may be wandering why I didn't make the button open both windows at the same time, well, I forgot to mention that once you open any of the information windows you can cycle between all the available skills by pressing up or down arrows on your keyboard. Because of this I couldn't let it update both windows simultaneously...
Nope, I do think it's unnecessary complicated to change it to a weight oriented mechanism mainly because I still think they're intangible unlike common stuff like potions or armors. I know for sure that people will pick the strongest spells or techniques at once, and that was one of the purposes why my script was created. I didn't want to keep useless skills forever like in Final Fantasy 1 through 6. Still, you want to change the number of skills a hero can keep at the same time by increasing it once he or she reaches a certain level. Well, that's why you can do so via a script call. Obviously that wouldn't be automatically as you may have expected, but I'll see if I'm able to add that feature somehow. I guess I could modify the level up method and make a new Constant you could configure to define how many skills an actor can keep once they reach specific levels, levels you could also pick at will.
Edit:
I updated both versions a while ago so both of them should now include "the increase of maximum number of skills by leveling up" feature for sure. I hope you all like it.
Nope, I do think it's unnecessary complicated to change it to a weight oriented mechanism mainly because I still think they're intangible unlike common stuff like potions or armors. I know for sure that people will pick the strongest spells or techniques at once, and that was one of the purposes why my script was created. I didn't want to keep useless skills forever like in Final Fantasy 1 through 6. Still, you want to change the number of skills a hero can keep at the same time by increasing it once he or she reaches a certain level. Well, that's why you can do so via a script call. Obviously that wouldn't be automatically as you may have expected, but I'll see if I'm able to add that feature somehow. I guess I could modify the level up method and make a new Constant you could configure to define how many skills an actor can keep once they reach specific levels, levels you could also pick at will.
Edit:
I updated both versions a while ago so both of them should now include "the increase of maximum number of skills by leveling up" feature for sure. I hope you all like it.
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Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE