RE: KSkillMax - Noctis - 11-20-2016
(11-20-2016, 01:40 AM)kyonides Wrote: There is one single reason for it, you don't have any party member in slot 3 (alias index 2) as the script call pretends so it will obviously end up throwing that error message at your embarrassed face. Poor you! I should have warned you about that just in case...
I tested it again. I used script call (below) while I had only aluxes in my party
$game_party.actors[1].skill_limit +=1
That script call is for aluxes as far as I know but I still get the same error.
Btw. is it normal that skills vanish when I put them out?
RE: KSkillMax - kyonides - 11-20-2016
Again, there is one single reason for it, you don't have any party member in slot 2 (alias index 1 in the script call) as the script call pretends so it will obviously end up throwing that error message at your not so surprised face, Noctis. About the other stuff I can't tell you anything so far, I need to get there the next time I test my script because I haven't seen that ever happening to my heroes so it will take some time to find the root cause.
RE: KSkillMax - Noctis - 11-20-2016
(11-20-2016, 05:33 PM)kyonides Wrote: Again, there is one single reason for it, you don't have any party member in slot 2 (alias index 1 in the script call) as the script call pretends so it will obviously end up throwing that error message at your not so surprised face, Noctis. About the other stuff I can't tell you anything so far, I need to get there the next time I test my script because I haven't seen that ever happening to my heroes so it will take some time to find the root cause.
AH.... So, that script call
$game_party.actors[1].skill_limit +=1
has nothing to do with the actors ID but rather with actor_index. Now I see.
So, if I want to increase the skill limit from Actor 1 I need to use: $game_party.actors[0].skill_limit +=1
Sorry, I forgot about it.
But wouldnt it be more wise to use the script call for actor id rather for actor index?
What do I do if the actor whos skill limit should be increased is not in the party?
BTW: I get the skill deleted issue every time I change a skill.
RE: KSkillMax - kyonides - 11-20-2016
Script Call for Team Leader (Aluxes alias Alex?)
$game_party.actors[0].skill_limit +=1
Script Call for Any Actor in the Database
$game_actors[ID].skill_limit += 1
The only thing about the second script call I might add is that I'm not sure if heroes not currently available in your party will keep that, especially after you load a saved game. I haven't tested the script under such circumstances so far...
RE: KSkillMax - Noctis - 11-20-2016
(11-20-2016, 07:17 PM)kyonides Wrote: Script Call for Team Leader (Aluxes alias Alex?)
$game_party.actors[0].skill_limit +=1
Script Call for Any Actor in the Database
$game_actors[ID].skill_limit += 1
The only thing about the second script call I might add is that I'm not sure if heroes not currently available in your party will keep that, especially after you load a saved game. I haven't tested the script under such circumstances so far...
Im going to test it today or tomorrow and edit it then.
EDIT: I couldnt test it because of another bug.
When a party member is not in the party from the beginning and I add him in game and try to look on his learned skills I get the following message:
RE: KSkillMax - kyonides - 12-03-2016
Well, Noctis, I just forgot to update the method name in that line, but that's now fix in version 1.2.12 for XP!
Call Me Mr. Bump! Bugs Now Slump!
Yeah, this new version also prevents the menu from showing up every single time any actor gets some extra level, but only if the player didn't want to replace all skills last time the menu showed up. (If the player replaced all skills available, then the menu won't show its face obviously!) Once the same actor couldn't learn another skill or another one now needs to learn any new skill, the skill replacement menu will come back!
Edit:
In VX version 1.2.2 your heroes will be able to learn pending skills if they level up and there was an increase in the skill limit. Also there was another addition, now VX game developers can keep pending skills just like in the XP version.
RE: KSkillMax - Noctis - 12-04-2016
(12-03-2016, 03:35 AM)kyonides Wrote: Well, Noctis, I just forgot to update the method name in that line, but that's now fix in version 1.2.12 for XP!
Call Me Mr. Bump! Bugs Now Slump!
Yeah, this new version also prevents the menu from showing up every single time any actor gets some extra level, but only if the player didn't want to replace all skills last time the menu showed up. (If the player replaced all skills available, then the menu won't show its face obviously!) Once the same actor couldn't learn another skill or another one now needs to learn any new skill, the skill replacement menu will come back!
Edit:
In VX version 1.2.2 your heroes will be able to learn pending skills if they level up and there was an increase in the skill limit. Also there was another addition, now VX game developers can keep pending skills just like in the XP version.
Thanks,
Is there a reason why skills that I changed got deleted or was this intended?
Also, is there a way to give the player ultimate number of replacement skills?
RE: KSkillMax - kyonides - 12-05-2016
Well, so far I have tested my script, skills don't get deleted unless you didn't learn the replacement skills and the corresponding variable is set to true, if it's nil or false, then it should keep them. Nope, all new skills learned one way or another remained there as expected. So unless you could tell me you included another skill related script there, your issue puzzles me.
Yes, there is! MAX = Any number would tell you how many skills an actor may learn before the next one triggers the open menu feature.
RE: KSkillMax - Noctis - 12-05-2016
(12-05-2016, 04:21 AM)kyonides Wrote: Well, so far I have tested my script, skills don't get deleted unless you didn't learn the replacement skills and the corresponding variable is set to true, if it's nil or false, then it should keep them. Nope, all new skills learned one way or another remained there as expected. So unless you could tell me you included another skill related script there, your issue puzzles me.
Yes, there is! MAX = Any number would tell you how many skills an actor may learn before the next one triggers the open menu feature.
I didint include another script, I jusrt opened your recent demo and included the latest version.
When I replaced a skill with a skill from the "new skill" it vanishes off.
Heres the script:
Code: # KSkillMax XP
# Scripter : Kyonides-Arkanthos
# v 1.2.12 - 2016-12-02
# Plug & Play Script
# This script allows the game dev to limit the maximum number of skills that a
# hero can use during gameplay. Whenever they have reached this maximum, a new
# menu will show up to tell the player that there is a need to replace some
# skills if they really want to learn new ones.
# The CLEAR_SKILLS_NOT_LEARNED Constant allows the game dev to define whether
# or not the skills heroes will not learn will be discarded before going back
# to the map scene.
# OPTIONAL
# The following script calls may allow the game dev to change the maximum
# number of skills a heroe may remember.
# SCRIPT CALLS
# # INCREASE or DECREASE Maximum Number of Skills #
# $game_party.actors[INDEX].skill_limit += NUMBER
# $game_party.actors[INDEX].skill_limit -= NUMBER
# The Following Script Call is optional, you would only use it if you
# want to let the player check and modify their unlearned skills even if
# they didn't learn a new skill by leveling up or by purchasing a skill at
# a skill shop (that would be possible if you add my KSkill Shop XP script
# and place it below KSkillMax XP).
# $scene = Scene_SkillMax.new
module KSkill
# Maximum Number of Skills to be learned by a hero
MAX = 3
# Will the Maximum Number of Skills be increased by Leveling Up?
LVLUPINCREASE = true
# Increase of Skills After reaching specific Levels : Level => Increase
LVLUPMAX = { 10 => 1, 20 => 1, 40 => 2 }
# Replacement Icon Name
OLD_SKILL_ICON = '047-Skill04'
NEW_SKILL_ICON = '048-Skill05'
# Buttons to display Old and New Skill Data Windows
INFOBUTTONID = Input::A
# Delete Skills Heroes did not learn: YES - true, NO - false or nil
CLEAR_SKILLS_NOT_LEARNED = false
# Help Menu Titles
NOEXTRASKILLS = 'There is no need for any hero to learn new skills'
REACHEDMAX = 'There are heroes that cannot learn more skills'
REPLACESKILLS = 'Which skills do you want to replace with new ones?'
AREYOUSURE = 'Are you really positive about applying these changes?'
REPLACEMENTSLEFT = "Replacement Skills Left: %s"
HEROES = 'Heroes'
LEARNEDSKILLS = 'Learned Skills'
NEWSKILLS = 'New Skills'
EXITOPTIONS = ['Apply Changes', 'Review Changes', 'No Changes']
LABELS = {} # DO NOT EDIT THIS LINE
LABELS[nil] = 'None'
LABELS[:target] = 'Target'
LABELS[0] = LABELS[nil]
LABELS[1] = '1 Enemy'
LABELS[2] = 'Enemies'
LABELS[3] = '1 Ally'
LABELS[4] = 'Allies'
LABELS[5] = 'Dead Ally'
LABELS[6] = 'Dead Allies'
LABELS[7] = 'User'
LABELS[:cost] = 'Cost' # Costo de Habilidad o Técnica
LABELS[:power] = 'Power' # Poder o Fuerza de la Técnica
LABELS[:str] = 'STR' # Fuerza de la Técnica
LABELS[:int] = 'INT' # Inteligencia de la Técnica
LABELS[:agi] = 'AGI' # Agilidad de la Técnica
LABELS[:dex] = 'DEX' # Destreza de la Técnica
LABELS[:pdef] = 'PDEF' # Defensa Física de la Técnica
LABELS[:mdef] = 'MDEF' # Defensa Mágica de la Técnica
LABELS[:eva] = 'EVA' # Evasión de la Técnica
OCCASIONS = {} # DO NOT EDIT THIS LINE
OCCASIONS[:occasion] = 'Occasion'
OCCASIONS[0] = 'Always'
OCCASIONS[1] = 'In Battle'
OCCASIONS[2] = 'From Menu'
OCCASIONS[3] = 'Never'
# STOP! NO MORE EDITS REQUIRED
@help_actors = []
@replacements = 0
LVLUPMAX.default = 0
class << self
attr_accessor :help_actors, :replacements, :open_menu
end
end
class Game_Actor
attr_accessor :pending_skills
attr_reader :skills_not_learned
alias kyon_skill_limit_gm_actor_init initialize
def initialize(actor_id)
@limit_breaker = 0
@skills_not_learned = []
kyon_skill_limit_gm_actor_init(actor_id)
end
def learn_skill(sid)
return unless sid > 0 and !skill_learn?(sid)
if @skills.size == KSkill::MAX + @limit_breaker
KSkill.help_actors << @actor_id if !KSkill.help_actors.include?(@actor_id)
@skills_not_learned << sid
@skills_not_learned = @skills_not_learned.uniq.sort
return
end
@skills << sid
@skills.sort!
end
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
check_level_up
check_level_down
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
def check_level_up
old_size = @skills_not_learned.size
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
self.skill_limit += KSkill::LVLUPMAX[@level] if KSkill::LVLUPINCREASE
$data_classes[@class_id].learnings.each {|j|
learn_skill(j.skill_id) if j.level == @level }
@pending_skills = old_size < @skills_not_learned.size
end
end
def check_level_down
while @exp < @exp_list[@level]
@level -= 1
self.skill_limit -= KSkill::LVLUPMAX[@level] if KSkill::LVLUPINCREASE
end
end
def skill_max() KSkill::MAX + @limit_breaker end
def skill_limit() @limit_breaker end
def skill_limit=(int) @limit_breaker = [int, 0].max end
end
class Window_KSkillHelp < Window_Base
def initialize(width=640)
super(0, 0, width, 64)
self.contents = Bitmap.new(width - 32, height - 32)
end
def set_text(text, align=0)
contents.clear
contents.draw_text(0, 0, self.width - 32, 32, text, align)
end
end
class Window_ActorSelection < Window_Selectable
def initialize
empty = KSkill.help_actors.size == 0
h = 32 + KSkill.help_actors.size * 80
h += 80 if empty
super(0, 128, 120, h)
self.contents = Bitmap.new(width - 32, height - 32)
@item_max = KSkill.help_actors.size
self.index = empty ? -2 : 0
refresh unless empty
end
def refresh
self.contents.clear
self.contents.font.bold, self.contents.font.size = true, 18
ny, sy = -80, -64
KSkill.help_actors.each {|id| actor = $data_actors[id]
self.contents.draw_text(0, ny += 80, 88, 28, actor.name, 1)
draw_actor_graphic(actor, 44, ny + 74) }
end
def update_cursor_rect
return if @item_max == 1
self.cursor_rect.set(0, @index * 80, 88, 80)
end
end
class Window_ActorSkills < Window_Selectable
attr_reader :replaced, :replace_index
def initialize
super(120, 128, 260, 288)
@replaced = {}
one_choice = KSkill.help_actors.size == 1
self.index = one_choice ? 0 : -1
end
def replace_skills?() @replaced[@actor_id].size > 0 end
def replace_max() @replaced[@actor_id].size end
def skill_id() @data[@index].id end
def refresh
self.contents.dispose if self.contents
@data = []
@actor.skills.size.times {|i| skill = $data_skills[@actor.skills[i]]
@data << skill if skill != nil }
@item_max = @data.size
return unless @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.size = 20
self.contents.font.bold = true
@item_max.times {|i| draw_item(i) }
end
def actor=(new_actor)
@actor, @actor_id, @index = new_actor, new_actor.id, 0
@replaced[@actor_id] ||= []
refresh
end
def update_replacement_check
if !@replaced[@actor_id].include?(@index)
if KSkill.replacements == 0
$game_system.se_play($data_system.buzzer_se)
return @replace_index = nil
elsif @replaced[@actor_id].size < @actor.skills_not_learned.size
$game_system.se_play($data_system.decision_se)
@replaced[@actor_id] << @index
KSkill.replacements -= 1
@replace_index = @index
else
$game_system.se_play($data_system.buzzer_se)
return @replace_index = nil
end
else
$game_system.se_play($data_system.decision_se)
@replaced[@actor_id].delete(@index)
KSkill.replacements += 1
@replace_index = nil
end
refresh
end
def draw_item(index)
skill, y = @data[index], index * 32
rect = Rect.new(4, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
if @replaced[@actor_id].include?(index)
bitmap = RPG::Cache.icon(KSkill::OLD_SKILL_ICON)
self.contents.blt(0, y + 4, bitmap, Rect.new(0, 0, 24, 24))
end
bitmap = RPG::Cache.icon(skill.icon_name)
self.contents.blt(28, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(60, y, 204, 32, skill.name, 0)
end
def dispose
@replaced.clear
@replaced = nil
super
end
end
class Window_NewSkills < Window_Selectable
attr_reader :selected
attr_writer :replace_max
def initialize(index, skills)
super(380, 128, 260, 288)
self.index = index
@skills = skills
self.active = nil
@replace_max = 0
@selected = {}
@s = []
@data = []
ds = $data_skills
@skills.each{|d| @s[@s.size] = d.map{|i| [id,ds[i].icon_name,ds[i].name]}}
@actor_index = 0 if @skills.size == 1
refresh unless index < 0
end
def skills_size() @item_max end
def skill_ids() @data.map {|values| values[0] } end
def skills(actor_index, new_index, new_skills)
@actor_index = actor_index
self.index = new_index
@skills = new_skills
refresh
end
def update_single_skill
@selected[@actor_index][0] = 0
refresh
end
def update_selection
$game_system.se_play($data_system.decision_se)
reached_max = @replace_max == @selected[@actor_index].compact.size
selected = @selected[@actor_index].include?(@index)
@selected[@actor_index][@index] = ((reached_max or selected)? nil : @index)
refresh
end
def refresh
self.contents.dispose if self.contents
@data = @s[@actor_index]
@item_max = @data.size
return unless @item_max > 0
@selected[@actor_index] ||= Array.new(@item_max, nil)
self.contents = Bitmap.new(width - 32, @item_max * 32)
self.contents.font.size = 20
self.contents.font.bold = true
@item_max.times {|i| draw_item(i) }
end
def draw_item(index)
skill, y = @data[index], index * 32
rect = Rect.new(4, y, self.width - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
if @selected[@actor_index].include?(index)
bitmap = RPG::Cache.icon(KSkill::NEW_SKILL_ICON)
self.contents.blt(0, y + 4, bitmap, Rect.new(0, 0, 24, 24))
end
bitmap = RPG::Cache.icon(skill[1])
self.contents.blt(28, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(60, y, 204, 32, skill[2], 0)
end
def dispose
@data.clear
@s.clear
super
end
end
class Window_KSkillData < Window_Selectable
def initialize(new_x, new_y)
super(new_x, new_y, 272, 256)
self.contents = Bitmap.new(width - 32, height - 32)
self.z += 100
@skill = nil
refresh if @skill
end
def skill_id=(new_skill_id)
@skill = $data_skills[new_skill_id]
refresh
end
def refresh
self.contents.clear
draw_skill_labels
draw_skill_data
end
def draw_skill_labels
labels = KSkill::LABELS
contents.font.color = system_color
contents.draw_text(0, 28, 240, 28, labels[:target])
contents.draw_text(0, 56, 240, 28, KSkill::OCCASIONS[:occasion])
contents.draw_text(0, 84, 240, 28, labels[:cost])
contents.draw_text(124, 84, 240, 28, labels[:power])
contents.draw_text(0, 112, 240, 28, labels[:str])
contents.draw_text(124, 112, 240, 28, labels[:int])
contents.draw_text(0, 140, 240, 28, labels[:agi])
contents.draw_text(124, 140, 240, 28, labels[:dex])
contents.draw_text(0, 168, 240, 28, labels[:pdef])
contents.draw_text(124, 168, 240, 28, labels[:mdef])
contents.draw_text(0, 196, 240, 28, labels[:eva])
end
def draw_skill_data
contents.font.color = normal_color
bitmap = RPG::Cache.icon(@skill.icon_name)
contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24))
contents.draw_text(32, 0, 204, 32, @skill.name, 0)
contents.draw_text(0, 28, 240, 28, KSkill::LABELS[@skill.scope], 2)
contents.draw_text(0, 56, 240, 28, KSkill::OCCASIONS[@skill.occasion], 2)
contents.draw_text(0, 84, 108, 28, @skill.sp_cost.to_s, 2)
contents.draw_text(0, 84, 240, 28, @skill.power.abs.to_s, 2)
contents.draw_text(0, 112, 108, 28, @skill.str_f.to_s, 2)
contents.draw_text(0, 112, 240, 28, @skill.int_f.to_s, 2)
contents.draw_text(0, 140, 108, 28, @skill.agi_f.to_s, 2)
contents.draw_text(0, 140, 240, 28, @skill.dex_f.to_s, 2)
contents.draw_text(0, 168, 108, 28, @skill.pdef_f.to_s, 2)
contents.draw_text(0, 168, 240, 28, @skill.mdef_f.to_s, 2)
contents.draw_text(0, 196, 108, 28, @skill.eva_f.to_s, 2)
end
end
class Interpreter
def command_315
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
iterate_actor(@parameters[0]){|actor| actor.exp += value }
pending = $game_party.actors.select{|actor| actor.pending_skills }.size
KSkill.open_menu = (!KSkill.help_actors.empty? and pending > 0)
$game_party.actors.each {|actor| actor.pending_skills = nil }
return true
end
end
class Scene_Map
alias kyon_kskillmax_scn_map_up update
def update
kyon_kskillmax_scn_map_up
return unless KSkill.open_menu and !$game_temp.message_window_showing
$scene = Scene_KSkillMax.new
end
end
class Scene_Load
alias kyon_kskillmax_scn_load_rsd read_save_data
def read_save_data(file)
kyon_kskillmax_scn_load_rsd(file)
actors = $game_party.actors
actors.each {|a| KSkill.help_actors << a.id if !a.skills_not_learned.empty?}
end
end
class Scene_Battle
def battle_end(result)
$game_temp.in_battle = false
$game_party.clear_actions
$game_party.actors.each {|actor| actor.remove_states_battle }
$game_troop.enemies.clear
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
$scene = KSkill.help_actors.empty? ? Scene_Map.new : Scene_KSkillMax.new
end
end
class Scene_KSkillMax
def initialize
KSkill.open_menu = nil
@skills = []
@actors = []
actors = $game_party.actors
KSkill.replacements = 0
actors.each {|a| skills = a.skills_not_learned
next if skills.empty?
number = [a.skill_max, skills.size].min
next if number == 0
KSkill.replacements += number
@skills << skills
@actors << a }
end
def main
make_help_windows
make_status_windows
make_skill_windows
@command_window = Window_Command.new(200, KSkill::EXITOPTIONS)
@command_window.x = (640 - @command_window.width) / 2
@command_window.y = (480 - @command_window.height) / 2
@command_window.visible = nil
@command_window.active = nil
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
@command_window.dispose
@new_status_window.dispose
@old_status_window.dispose
@replace_window.dispose
@skill_window.dispose
@selection_window.dispose
@help_windows.each {|window| window.dispose }
end
def make_status_windows
@old_status_window = Window_KSkillData.new(368, 128)
@old_status_window.visible = false
@new_status_window = Window_KSkillData.new(108, 128)
@new_status_window.visible = false
end
def make_help_windows
@help_windows = [Window_KSkillHelp.new, Window_KSkillHelp.new(120)]
@help_windows += [Window_KSkillHelp.new(260), Window_KSkillHelp.new(260)]
@help_windows[4] = Window_KSkillHelp.new(520)
@help_windows[2].x = 120
@help_windows[3].x = 380
@help_windows[4].x = 120
@help_windows[1].y = @help_windows[2].y = @help_windows[3].y = 64
@help_windows[4].y = 416
@empty = KSkill.replacements == 0
text = @empty ? KSkill::NOEXTRASKILLS : KSkill::REACHEDMAX
@help_windows[0].set_text(text, 1)
@help_windows[1].set_text(KSkill::HEROES, 1)
@help_windows[2].set_text(KSkill::LEARNEDSKILLS, 1)
@help_windows[3].set_text(KSkill::NEWSKILLS, 1)
text = sprintf(KSkill::REPLACEMENTSLEFT, KSkill.replacements)
@help_windows[4].set_text(text, 1)
end
def make_skill_windows
@selection_window = Window_ActorSelection.new
@skill_window = Window_ActorSkills.new
if KSkill.help_actors.size == 1
@selection_window.active = nil
@skill_window.active = true
@skill_window.actor = $game_actors[KSkill.help_actors[0]]
@skill_window.index = 0
@replace_window = Window_NewSkills.new(0, @skills)
@help_windows[0].set_text(KSkill::REPLACESKILLS, 1)
else
@skill_window.active = nil
@replace_window = Window_NewSkills.new(-1, @skills)
end
end
def update
@help_windows[0].update
@selection_window.update
@skill_window.update
@replace_window.update
@old_status_window.update
@new_status_window.update
@command_window.update
if @selection_window.active
update_actor_selection
return
elsif @skill_window.active
update_skill_selection
return
elsif @replace_window.active
update_replace_selection
return
elsif @old_status_window.visible
update_old_skills_data
return
elsif @new_status_window.visible
update_new_skills_data
return
elsif @command_window.active
update_exit_selection
return
end
end
def update_skills_info
@help_windows[0].set_text(KSkill::REPLACESKILLS, 1)
@skill_window.actor = actor = @actors[@selection_window.index]
@replace_window.skills(@selection_window.index, 0, @skills)
@selection_window.active = nil
@skill_window.active = true
@skill_window.index = 0
end
def update_actor_selection
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
if @empty
$scene = Scene_Map.new
return
end
@help_windows[0].set_text(KSkill::AREYOUSURE, 1)
@selection_window.active = nil
@command_window.active = true
@command_window.visible = true
elsif Input.trigger?(Input::C)
if @actors[@selection_window.index].nil?
$scene = Scene_Map.new
return
elsif @actors[@selection_window.index].skills_not_learned.empty?
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
update_skills_info
end
end
def update_skill_selection
if Input.trigger?(Input::B)
size1 = @skill_window.replaced.values.flatten.size
size2 = @replace_window.selected.values.flatten.compact.size
if size1 != size2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.cancel_se)
@help_windows[0].set_text(KSkill::REACHEDMAX, 1)
@skill_window.active = nil
if KSkill.help_actors.size == 1
@help_windows[0].set_text(KSkill::AREYOUSURE, 1)
@command_window.active = true
@command_window.visible = true
else
@selection_window.active = true
end
@skill_window.index = -1
@replace_window.index = -1
if @skill_window.contents
@skill_window.contents.clear
@replace_window.contents.clear
end
return
elsif Input.trigger?(Input::C)
@skill_window.update_replacement_check
text = sprintf(KSkill::REPLACEMENTSLEFT, KSkill.replacements)
@help_windows[4].set_text(text, 1)
return
elsif Input.trigger?(KSkill::INFOBUTTONID)
$game_system.se_play($data_system.decision_se)
actor_id = KSkill.help_actors[@selection_window.index]
@actor_skills = $game_actors[actor_id].skills
@skills_size = @actor_skills.size
@skill_index = @skill_window.index
@old_status_window.skill_id = @skill_window.skill_id
@skill_window.active = false
@old_status_window.visible = true
return
elsif Input.trigger?(Input::L) or Input.trigger?(Input::R)
update_active_window
elsif Input.trigger?(Input::LEFT) or Input.trigger?(Input::RIGHT)
update_active_window
end
end
def update_replace_selection
if Input.trigger?(Input::B) or Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cancel_se)
@replace_window.active = nil
@skill_window.active = true
return
elsif Input.trigger?(KSkill::INFOBUTTONID)
$game_system.se_play($data_system.decision_se)
@actor_skills = @actors[@selection_window.index].skills_not_learned
@skills_size = @actor_skills.size
@skill_index = 0
@new_status_window.skill_id = @actor_skills[0]
@replace_window.active = false
@new_status_window.visible = true
elsif Input.trigger?(Input::C)
@replace_window.update_selection
end
end
def update_old_skills_data
if Input.trigger?(Input::B) or Input.trigger?(KSkill::INFOBUTTONID)
$game_system.se_play($data_system.cancel_se)
$game_system
@actor_skills = []
@old_status_window.visible = false
@skill_window.active = true
elsif Input.trigger?(Input::UP)
if @skills_size == 1
$game_system.se_play($data_system.cancel_se)
return
end
@skill_index = (@skill_index + @skills_size - 1) % @skills_size
@old_status_window.skill_id = @actor_skills[@skill_index]
elsif Input.trigger?(Input::DOWN)
if @skills_size == 1
$game_system.se_play($data_system.cancel_se)
return
end
@skill_index = (@skill_index + 1) % @skills_size
@old_status_window.skill_id = @actor_skills[@skill_index]
end
end
def update_new_skills_data
if Input.trigger?(Input::B) or Input.trigger?(KSkill::INFOBUTTONID)
$game_system.se_play($data_system.cancel_se)
@actor_skills = []
@new_status_window.visible = false
@replace_window.active = true
elsif Input.trigger?(Input::UP)
if @skills_size == 1
$game_system.se_play($data_system.cancel_se)
return
end
@skill_index = (@skill_index + @skills_size - 1) % @skills_size
@new_status_window.skill_id = @actor_skills[@skill_index]
elsif Input.trigger?(Input::DOWN)
if @skills_size == 1
$game_system.se_play($data_system.cancel_se)
return
end
@skill_index = (@skill_index + 1) % @skills_size
@new_status_window.skill_id = @actor_skills[@skill_index]
end
end
def update_active_window
$game_system.se_play($data_system.decision_se)
@skill_window.active = nil
@replace_window.replace_max = @skill_window.replace_max
@replace_window.active = true
end
def update_exit_selection
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
case @command_window.index
when 0
actor_index = -1
@actors.each {|actor| id, actor_index = actor.id, actor_index + 1
next if @skill_window.replaced[id].nil?
index = -1
s = @replace_window.selected[actor_index].compact
@skill_window.replaced[id].each {|ix| index += 1
not_learned = @actors[actor_index].skills_not_learned
@actors[actor_index].skills[ix] = not_learned[s[index]]
not_learned[s[index]] = nil }
@actors[actor_index].skills_not_learned.compact! }
clear_skills_info
when 1
@selection_window.active = true
@command_window.active = @command_window.visible = nil
when 2 then clear_skills_info end
$scene = Scene_Map.new unless @command_window.index == 1
end
end
def clear_skills_info
KSkill.help_actors.delete_if {|i| $game_actors[i].skills_not_learned.empty?}
return unless KSkill::CLEAR_SKILLS_NOT_LEARNED
KSkill.help_actors.each {|id| $game_actors[id].skills_not_learned.clear }
KSkill.help_actors.clear
end
end
RE: KSkillMax - kyonides - 12-05-2016
OK, thanks, Noctis, but please stop posting the same script, it's useless and pointless, you just need to point out that it's the latest version. Still, I've got to say you're the only one reporting that situation and I've never seen that happening and I did run the demo with the latest version (1.2.12 at that specific moment), the same available for everybody here, and nothing weird happened. Are you sure you didn't do anything else? Are you sure the demo or anything around it didn't get corrupt somehow? Really I ran my demo once again just a few moments ago, and the skill got replaced, nothing but the old skill vanished there, just as expected. There's the exit menu on my script and it has 3 choices, are you sure you pick Apply Changes to get the new skill? Or perhaps you added some script call that deletes hero's skills, possibly very specific ones...
As a summary I can tell for sure my script works fine.
And yeah, there is a new version of KSkillMax XP, version 1.2.13, and no, it doesn't fix your issue, Noctis, because I couldn't find it anywhere. Actually it just fixes a bug where one couldn't see the menus when you had a single actor and chose to Review Changes. It didn't happen when there were 2 or more actors on the waiting list. Now it's history, it's working fine, 100% fine.
Have you tried my script on a new game project? Sometimes old projects get corrupted and we don't notice it...
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