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FFIX Skills Activation System, Version 0.3 - Printable Version

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FFIX Skills Activation System - Ace - 01-31-2010

Sorry for necropost but I would like to use this system along with your skill learnings system. In this system should only be passive skills like auto-haste, poison-immunity or stone-immunity. So these skills wouldn't stand in the skills scene or in battle and you have to activate them in this scene.


FFIX Skills Activation System - Charlie Fleed - 02-01-2010

I have just uploaded a new version with a little novelty. I have added the possibility to limit the activation system to the only skills listed with a cost in the SKILL_COST array. This is meant to provide the base for the application of the activation system to a passive-skills framework.
If the passive-skills system tests the skill_can_use? method in order to determine when a passive skill is active, then the job is done. The passive-skills system must be a separate script, this system only manages the activation of the skills.

I was wondering: what can be done with passive skills that cannot be done with states?


FFIX Skills Activation System - Ace - 02-01-2010

I think passive skills activate a state permanently if you activate a passive skill in this system. So it's like the auto function of armors just without armors :D And the amount of the SkAP should raise with each lvl by randomly 0, 1 or 2
Ok till now this works just awesome:
Your Skills Activation System feat. the passive augments script by Xelias

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Now I just need the possibility to raise the points each lvl you gain :D So maximum should be 99 points^^

Edit: ok one problem exists: the passive skills are also active if you don't activate them -_-


FFIX Skills Activation System - Ace - 02-03-2010

sry but bump, I hope you understand what I wrote xD
And sry for double posting before... will never do it again^^


FFIX Skills Activation System - Charlie Fleed - 02-04-2010

The problem is that, as I said before, a passive-skills script must be written or adapted to use skill_can_use? while this script uses skill_learn?
I can try to modify it. Meanwhile I'll add some options for the growth of the Skill Activation Points.

EDIT: here's the modified version of the passive augments script (there's also a bug in the original script which I fixed here)
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btw, I had not noticed that you had edited post #13, I'm sorry you had to wait until you could bump the topic. If you suspect that an edit went unnoticed by me you can always pm me.

EDIT2: and I have just updated the script which now includes management of the amount of Skill Activation Points available at each level.


FFIX Skills Activation System - Ace - 02-04-2010

really cool that you did that, ty. But I think a few skills are not working properly, for example the "once more" skill (Battlers standing still, nothing happens after that). I thought I could write any skills in the passive skills script ( PASSIVE_SKILLS_IDS = [80,81]). But if I put the ID of an Reflect Skill in it this doesn't work, so has it to be special defined? It should be working basicly like this: You have Reflect and Reaction as passive skills defined means, that you have always set this skill active (if you activated it in the skill activation system). Like an armor with auto state.

Also the skills which are working properly are working great and I will use them also^^
ty

EDIT: Also it messes up a little bit your battle system I think (evasion is too high, other algorithm)


FFIX Skills Activation System - Charlie Fleed - 02-04-2010

Wait, the passive augments script is completely not compatible with my BS.


FFIX Skills Activation System - Ace - 02-04-2010

Damn, but I thought so after I took a deeper look in the script...

EDIT: Hm i tried to lvl up and I think you made a little mistake setting up the SkAP List for levels, or I just missunderstanded it xD

it's like that defined: actor id => sap_list

but I think it should be
Level => [ ????, SkAP Actor 1, SkAP Actor2,....]

or something like that :D

Also did you understand what I asked? If it's possible to make certain skills be activated passive without any armor? I'm not even sure if everyone gets what I think, especially because I am german... xD so just ask me if you don't understand anything :D


FFIX Skills Activation System - Charlie Fleed - 02-05-2010

No, the SAP-lists are indexed by actor id: for each id an array is defined, which contains 100 values indicating the amount of SAPs for each level. Of course the first value is ignored, as there is not a 0 level.
If you want an actor, say actor number 3, to have an amount of SAPs equal to its level, you should provide a SAP-list like this:
3 => [any_number,1,2,3,4,5,6,7,8,...,98,99]
There is an event in the demo that can create the lists and put them in a text file for you to copy them in the configuration. If you take a look you should figure out how it works and you can spare some time.

Quote:If it's possible to make certain skills be activated passive without any armor?

This I didn't understand.


FFIX Skills Activation System - Ace - 02-05-2010

Ok I see :D

I try to explain this better:

Let's say you have the skill Auto Life. This skill can be used
1. In battle as command
2. As auto-state on an armor

Now think there would be a third way to inflict the Skill/State Auto Life to an actor:
Activated in this skill activation system.
So you activate the Passive Skill Auto Life in the system, and the actor is automatic in the state.
This is the same thing like the auto-state feature of the armors, only you have not to wear a special armor but
activate the skill in the skill avtivations scene.

Is this better? I hope xD