Posts: 1,127
Threads: 43
Joined: May 2009
07-02-2009, 09:37 PM
(This post was last modified: 11-21-2010, 10:00 AM by Charlie Fleed.)
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.
Posts: 54
Threads: 5
Joined: May 2009
Looking nice Charlie
Will it activate/deactivate passive effects in the final version?
Posts: 66
Threads: 5
Joined: May 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
Habs11
Posts: 4
Threads: 1
Joined: May 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!
Posts: 1,127
Threads: 43
Joined: May 2009
Posts: 13
Threads: 4
Joined: Jul 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.
Posts: 13
Threads: 1
Joined: Jul 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?
Posts: 11,230
Threads: 649
Joined: May 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.
Posts: 1,127
Threads: 43
Joined: May 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?
Posts: 13
Threads: 1
Joined: Jul 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