KSkillMax XP - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: KSkillMax XP (/thread-4485.html) |
RE: KSkillMax - Noctis - 12-05-2016 Im sorry for sharing the code over and over again. However, the reason why Im the only one complaining is because most likely im the only bug tester/ reviser here. Im sure others will have similar problems when the actually look at it. And yeah, it didint fix it. So, im just going to leave as it is. Thanks, however. RE: KSkillMax - kyonides - 12-06-2016 Well, what I mean is that there's something you're not telling me about that possible bug, something that might have made it difficult to spot right away. If you think there might be any other detail you could provide that you haven't mentioned it before because you disregarded it thinking it was something insignificant or unrelated, then you could send me a pm with all that stuff included. Are you sure you didn't do anything extra? Have you tested the script on a new game project? Honestly I've been using the same two game projects to test it once and again and never seen anything like that, neither in the English nor Spanish version. Another so called tester, a kind of lazy one I might add, never reported anything like that, but still contributed with reports that let me debug it a lot. I'll see if I can convince him to test it once again, mainly because I've got no other way to see if the bug exists at all, I might have overseen anything during my testing, and I might need a new set of eyes to find it. Sometimes he looked like a pro finding the weirdest bugs that seemed to be able to blow my mind... RE: KSkillMax - kyonides - 08-02-2020 Script Upgrade
Now KSkillMax XP has been updated once more! It has reached the 1.2.14 milestone already! Its brand new feature is the inclusion of an accessory to increase the skill limit by 1, as per some foreign user's request posted on another RPG board. Just don't break it this time, OK?
Nah, just kidding!
RE: KSkillMax - kyonides - 08-08-2020 Script Upgrade
After dealing with my old code, I suspected I could change it a little bit to perform the same tasks in a different but more convenient matter. Guess what happened afterwards? It worked! I was able to remove about 80 lines of code! In the meantime I changed several methods, including those that let you increase or decrease the number of extra skills and the scene script call. I know what you're thinking now, but I do think they're more descriptive than ever before. Right... I also changed the GUI a little bit... You're free to playtest it at any time, guys!
And yes, Wulfo, you can smack some ghosts in the process!
RE: KSkillMax - kyonides - 08-09-2020 ACE Demo + XP Maintenance Upgrade
Well, some unknown user has reported a minor bug in the previous version that happened because I forgot there was a single scenario where I had to predefine a very specific variable... Gladly, I was able to quickly fix that. Later on I have found what prevented the ACE demo from replacing skills a la VX Ace... It doesn't let you directly access the skill ID's array like in XP or VX but stuffs you with all the corresponding skills after mapping them accordingly. That was... crap! Thus I was in need of creating two different methods to add or remove skill ID's at will while bypassing that default behavior I terribly hate. Now it seems to be working fine! RE: KSkillMax - kyonides - 08-09-2020 Important Bug Fix
This fix involves both XP and ACE versions.
A fellow forumer reported some bug concerning the skill limit so I have uploaded a new demo that includes its corresponding fix. I hope you all will like or even love my scriptlet. RE: KSkillMax - kyonides - 07-21-2023 KSkillMax XP & ACE Have Been Updated!
I made a couple of minor changes in the code to make sure that it would depend more on aliased methods instead of overwritten ones. The script now uses some of the Constants as initial values for Game_System variables. This means that you can change your mind mid-game and just call one of those methods to allow or disallow that feature at will. Note: Boolean stands for true or false. Increase Maximum Number of Skills After Level Up Code: $game_system.lvl_up_increase = Boolean Clear Skills Not Learned After Closing KSkillMax Code: $game_system.clear_not_learned = Boolean Optional Script Call: Let the player check or modify the unlearned skills at a certain spot Code: KSkillMax.open The VX ACE port also had a bug that I had to fix. The Review Changes option did not return to the Old Skills List window but now it does! |