FFIX Skills Activation System, Version 0.3 - 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: FFIX Skills Activation System, Version 0.3 (/thread-2213.html) |
FFIX Skills Activation System, Version 0.3 - Charlie Fleed - 07-02-2009 FFIX Skills Activation System
Version 0.3 Introduction This system lets you select a subset of skills that a character will be able to use during battles. Each character has an amount of SAPs (Skill Activation Points) and each skill costs some SAPs. Characters earn SAPs as they level up, and the user can customize the amount of SAPs available at each level independently for each character. Screenshots Demo demo Author's Notes This is just an early beta. Just to hear what people think about it. Terms and Conditions Free for Commercial Use. Please credit Charlie Fleed. FFIX Skills Activation System - Lowell - 07-02-2009 Looking nice Charlie Will it activate/deactivate passive effects in the final version? FFIX Skills Activation System - habs11 - 07-06-2009 Hey Charlie, looks like another great script you have created. If you were planning on expanding on this script, maybe a suggestion I would have is to adapt a some FF9 skills to the list such as auto-haste, auto-regen, auto-reflect, etc. I don't know if that would be at all possible but it might be something that people would appreciate. One more thing, would it be possible to have your SEP increase as your level increases? I guess you could make the skills have smaller SEP to accommodate for the 18 that everyone has, but just curious. Thanks. Habs11 FFIX Skills Activation System - vietanh2108 - 07-08-2009 -That link Charlie Lee give will open his folder Link of this demo here: :) http://www.mediafire.com/download.php?2mnd3lj3zmn I Love your script Charlie Lee !Thanks4share! FFIX Skills Activation System - Charlie Fleed - 07-08-2009 You're right. Edited. FFIX Skills Activation System - Ravenith - 07-12-2009 Seems pretty sweet. As lowell said, passive effects is a must addition to it. That was how it was in FFIX, anyway. I have kept a script in my personal archive that simulates the FFIX system pretty well, however it seemed somewhat messy to me. I could provide it to you, if you'd like. Just let me know with a pm. FFIX Skills Activation System - Blazblue Fan - 07-25-2009 This script is great and exactly what I needed, but is there a way to make this compatible with cogwheel's cooperative skills script? FFIX Skills Activation System - DerVVulfman - 07-25-2009 As someone marginally familiar with cogwheel's RTAB and CTB systems, it would take great effort to accomplish that as cogwheel rewrote many features in his battlesystem, including the handling of the battlers themselves... using the 'battler' local value instead of the '@active_battler' instance value. That's pretty much it. FFIX Skills Activation System - Charlie Fleed - 07-25-2009 Well, as long as a battle system uses the skill_can_use? method of the Game_Actor class to determine if a skill can be used, this script should work well. In fact it is all brand new code except for the alias of that method. I didn't touch Scene_Battle for example... @Blazblue Fan: have you tried it and it doesn't work? FFIX Skills Activation System - Blazblue Fan - 07-25-2009 Yes I tried it and when I added your script I couldn't use cooperative skills anymore, and when I removed your script the characters could combine skills again |