I'm currently working on a script for a Skill system based off the Generic RPGXP Skill System, however; I'm doing something a bit different. Basically, I want to alter the Skills class to fit my needs, and I'll end up making a whole new class I'm sure because I'm not going to use the database to make the class. I need the Skills to be "earned" by "activating" them with points, like in Xenosaga2 and Xenosaga3, using TP to "activate" skills, assuming prerequisite skills have been learned. In addition to activating, I want to use that TP to "Level Up" the skill. This won't add additional damage, but add special bonuses like HP/SP/DEF/MDEF/ATK/etc. The final level will add something special like cause a status effect on the enemy/ally or heal HP on the party.
I was thinking of either creating a simple class and make a "skill" for each "level" so when the party member leveled up the skill, in code they'd lose one skill and add another. My second thought was to create the class with some array variables that held the bonuses for each level in the form of integers, 0 if there is no bonus to add. If anyone knows if it is possible to "push" states into the plus_state or minus_state array, I could make a variable and script the state to be pushed at that time.
I tried searching the forum for anything related, but I think this system is new, as I've had some people PM the person who originally came up with the code.
Thanks in advance for any advice. I just want to keep load-time down, and if I did it the first way (the most straight-forward) then I would have 100 skills per person, and in the first part of the game, about 600 skills loading at startup. I like to be more efficient.
Note: I plan using a RUBY compiler and Marshal Dump all the information after I store it into an array of arrays based on character name. Thought that might help.
GhostMan
I was thinking of either creating a simple class and make a "skill" for each "level" so when the party member leveled up the skill, in code they'd lose one skill and add another. My second thought was to create the class with some array variables that held the bonuses for each level in the form of integers, 0 if there is no bonus to add. If anyone knows if it is possible to "push" states into the plus_state or minus_state array, I could make a variable and script the state to be pushed at that time.
I tried searching the forum for anything related, but I think this system is new, as I've had some people PM the person who originally came up with the code.
Thanks in advance for any advice. I just want to keep load-time down, and if I did it the first way (the most straight-forward) then I would have 100 skills per person, and in the first part of the game, about 600 skills loading at startup. I like to be more efficient.
Note: I plan using a RUBY compiler and Marshal Dump all the information after I store it into an array of arrays based on character name. Thought that might help.
GhostMan