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SkillKost XP - Printable Version

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SkillKost XP - kyonides - 08-13-2020

SkillKost XP
version 1.0.2

by Kyonides Arkanthes

Introduction

This is a humble script that should allow you to customize your skill costs in three different ways as I stated in my comments.
Take in consideration that I have overwritten 2 methods found in the Default Scripts because I did not have another choice.
Default XP scripts were not very modular back in the days...

The Script
Code:
# * SkillKost XP
#   Scripter : Kyonides Arkanthes
#   2020-08-13 - v1.0.2

# This scriptlet allows you to alter the Skill Cost in 3 different ways:
# - General Random Cost
# - General Custom Cost
# - Specific Custom Cost for a given Actor (per Level) or Enemy (no level)

# The last option needs you to set the values in the Constants found in the
# SkillKost module.

# Place this script in a script section below Scene_Debug. Here is why:

# * Script Calls * #
# Toggle Random SP Cost for every battler in game
#   SkillKost.random = true  or  false
# Define a Custom SP Cost for every battler in game
#   SkillKost.custom = Some Percent
# * End of Script Calls * #

# * Overridden Method * #
# - Game_Battler#skill_can_use?

# * Aliased Methods * #
# - Game_Battler#sp=
# - Interpreter#command_312 and #command_312
# - Scene_Skill#update_skill
# - Scene_Battle#make_skill_action_result

module SkillKost
 @random = false
 @random_max = 1 # 1 equals 100%
 @custom = 0 # SP Percent: 0+
 HEROES = {} # You better leave this line alone
 MONSTERS = {} # You better leave this line alone
 # HEROES[ [ActorID, SkillID] ] = { ActorMinLevel..MaxLevel => Percent, etc. }
 HEROES[[1, 60]] = { 1..5 => 20, 6..10 => 15, 11..20 => 10 }
 HEROES[[7, 81]] = { 1..2 => 25 }
 # MONSTERS[ [EnemyID, SkillID] ] = Percent
 class << self
   attr_accessor :random, :custom, :skill_id, :used_event_command
   def hero(actor_id, skill_id, level)
     heroes = HEROES[[actor_id, skill_id]]
     return 100 unless heroes
     key = heroes.keys.select{|range| range.include?(level) }[0]
     heroes[key] || 100
   end
   def monster(enemy_id, skill_id) MONSTERS[[enemy_id, skill_id]] || 100 end
 end
end

class Game_Battler
 alias :kyon_skillkost_gm_btlr_sp :sp=
 def sp=(new_sp)
   if !SkillKost.used_event_command and @sp > new_sp
     new_sp = @sp - skill_sp_cost(SkillKost.skill_id)
   end
   kyon_skillkost_gm_btlr_sp(new_sp)
 end

 def skill_sp_cost(skill_id)
   cost = $data_skills[skill_id].sp_cost
   cost = rand(cost * 2 + 1).round if SkillKost.random
   cost = (SkillKost.custom * cost / 100).round if SkillKost.custom > 0
   specific_skill_sp_cost(skill_id, cost)
 end

 def skill_can_use?(skill_id)
   return false if dead?
   return false if self.skill_sp_cost(skill_id) > self.sp
   return false if $data_skills[skill_id].atk_f == 0 and self.restriction == 1
   occasion = $data_skills[skill_id].occasion
   return (occasion == 0 or occasion == 1) if $game_temp.in_battle
   occasion == 0 or occasion == 2
 end
end

class Game_Actor
 def specific_skill_sp_cost(skill_id, cost)
   cost += cost * SkillKost.hero(@actor_id, skill_id, @level) / 100
   cost.round
 end
end

class Game_Enemy
 def specific_skill_sp_cost(skill_id, cost)
   cost += cost * SkillKost.monster(@enemy_id, skill_id) / 100
   cost.round
 end
end

class Interpreter
 alias :kyon_skillkost_inter_cmd312 :command_312
 alias :kyon_skillkost_inter_cmd332 :command_332
 def command_312
   SkillKost.used_event_command = true
   kyon_skillkost_inter_cmd312
   SkillKost.used_event_command = nil
 end

 def command_332
   SkillKost.used_event_command = true
   kyon_skillkost_inter_cmd332
   SkillKost.used_event_command = nil
 end
end

class Scene_Skill
 alias :kyon_skillkost_scn_skill_up_skill :update_skill
 def update_skill
   if Input.trigger?(Input::B)
     SkillKost.skill_id = nil
   elsif Input.trigger?(Input::C)
     SkillKost.skill_id = @skill_window.skill.id
   end
   kyon_skillkost_scn_skill_up_skill
 end
end

class Scene_Battle
 alias :kyon_skillkost_scn_btl_make_skill_ar :make_skill_action_result
 def make_skill_action_result
   SkillKost.skill_id = @active_battler.current_action.skill_id
   kyon_skillkost_scn_btl_make_skill_ar
   SkillKost.skill_id = nil
 end
end

A Window_Skill class Modification
It should allow you to get an updated version of the current skill's cost.
Code:
# * SkillKost XP - Default Skill Window Mod
#   Scripter : Kyonides Arkanthes
#   2020-08-16

class Window_Skill
  def draw_item(index)
    skill = @data[index]
    color = @actor.skill_can_use?(skill.id)? normal_color : disabled_color
    contents.font.color = color
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = contents.font.color == normal_color ? 255 : 128
    contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
    cost = @actor.skill_sp_cost(skill.id).to_s
    contents.draw_text(x + 232, y, 48, 32, cost, 2)
  end
end

Terms & Conditions

Free for any game.
Include my nickname in your game credits.
Mention this forum as well.
Give me a free copy of your completed game if you include at least 2 of my scripts! Laughing + Tongue sticking out


RE: SkillKost XP - kyonides - 08-14-2020

Merry Update!

Happy with a sweat If that ever existed as a greeting. Laughing + Tongue sticking out
Why am I glad that I'm posting here once again? Confused 
You see, I have found some bug while working on how to avoid a large rewrite of default scripts like Scene_Skill and the like.
Of course, I've smashed it already! Tongue sticking out
Now I could reduce the list of overridden methods from 2 to 1! Shocked 
That also means that I had to alias more methods but it was worth the effort! Grinning

Now I'm going back to playing and playtesting games! Gamer



RE: SkillKost XP - kyonides - 08-16-2020

Minor Update

This time I came back because I've received some feedback concerning the skill menu. It was true that I didn't provide you with a menu that displayed the modified cost of any skill available out there. Still, that's ancient history for I've posted such a modification.

I know, it might only work if people use scripts that don't alter the Window_Skill#draw_item method but I had no other choice anyway...