Yes, looks like I'm back...w/e. CA was too slow and I need fast! So here's the deal! I need a Skill system scripted up for my game. I will do my best to explain. The best example I can give is Final Fantasy IX's system. It does have some differences, so please read!
Main Features
-Uses Orbs to 'Equip' skills. I would need a variable that designates these orbs, and can have it raise at the following equation each level: Lvl + 2. These orbs are used like a currency to equip skills. These orbs, however, are not consumed. They are temporarily borrowed. When you go to equip the skill it takes away the required orbs from your 'pool' of orbs.
-These orbs are borrowed until the skill gains enough Ability Points to lock. Once the skill is locked it can be used whenever, and the borrowed orbs are returned to the pool of orbs.
-Each character has their own individual pool of orbs. They equip skills and orbs independently from each other.
-AP is gained by defeating enemies in battle. AP is the monsters EXP divided by 3. Each skill has a set amount of AP needed to learn.
-Now some more stuff! Certain weapons have skills equiped to them. These skills become 'part' of the AP system and only become locked if they gain enough AP WHILE equiped. If the weapon is unequiped before the skill is locked the skill cannot be used.
Weapon Features
-Weapons can equip skills like above. They also have an HP. This HP is used to show it's quality. The HP decreases 1 point for every weapon attack, and 5 for every skill with a 85% Attack Influence. Once it reaches zero the weapon breaks. I'll need a message to appear after a battle and it sees if you have a broken weapon.
-Weapons weaken physically when the HP decreases. The weapon will lose 5% of its ATK every HP lost. The weapon HP will be shown to the right to it's name, and if possible compatible with Cogwheel Bars. The HP should read: 'No./TOTAL' in numerics.
-Armors also have HP. Armor loses 1 HP every hit, and 2 every skill hit. Armor has all the same window attributes that Weapons have. I need a simple way to identify HPs, possible in an equation 'Wep.'s ATK/2.5' or 'Arm. MDEF + PDEF/2',with some notation in the beginning of the script.
The differences between this and the FF9 system are the AP system and the following features:
-Certain skills can be learned without using orbs. Thus, there must be a way to denote the skills by orbs or no orbs. And the various Orbs and AP they require.
Here is a mock up of what I would like some various screens to look like:
Character Skill Screen
http://img231.imageshack.us/img231/9328 ... dowsi0.png[/img]
Character Equip Screen
http://img220.imageshack.us/img220/9705 ... dowrn8.png[/img]
I will give some more details if someone is willing to do it. These should be good enough to get the gist. I am not the scripting savvy so if there is any complications I can work around it by changing the system a bit.
Appreciate it,
Mundane
Main Features
-Uses Orbs to 'Equip' skills. I would need a variable that designates these orbs, and can have it raise at the following equation each level: Lvl + 2. These orbs are used like a currency to equip skills. These orbs, however, are not consumed. They are temporarily borrowed. When you go to equip the skill it takes away the required orbs from your 'pool' of orbs.
-These orbs are borrowed until the skill gains enough Ability Points to lock. Once the skill is locked it can be used whenever, and the borrowed orbs are returned to the pool of orbs.
-Each character has their own individual pool of orbs. They equip skills and orbs independently from each other.
-AP is gained by defeating enemies in battle. AP is the monsters EXP divided by 3. Each skill has a set amount of AP needed to learn.
-Now some more stuff! Certain weapons have skills equiped to them. These skills become 'part' of the AP system and only become locked if they gain enough AP WHILE equiped. If the weapon is unequiped before the skill is locked the skill cannot be used.
Weapon Features
-Weapons can equip skills like above. They also have an HP. This HP is used to show it's quality. The HP decreases 1 point for every weapon attack, and 5 for every skill with a 85% Attack Influence. Once it reaches zero the weapon breaks. I'll need a message to appear after a battle and it sees if you have a broken weapon.
-Weapons weaken physically when the HP decreases. The weapon will lose 5% of its ATK every HP lost. The weapon HP will be shown to the right to it's name, and if possible compatible with Cogwheel Bars. The HP should read: 'No./TOTAL' in numerics.
-Armors also have HP. Armor loses 1 HP every hit, and 2 every skill hit. Armor has all the same window attributes that Weapons have. I need a simple way to identify HPs, possible in an equation 'Wep.'s ATK/2.5' or 'Arm. MDEF + PDEF/2',with some notation in the beginning of the script.
The differences between this and the FF9 system are the AP system and the following features:
-Certain skills can be learned without using orbs. Thus, there must be a way to denote the skills by orbs or no orbs. And the various Orbs and AP they require.
Here is a mock up of what I would like some various screens to look like:
Character Skill Screen
http://img231.imageshack.us/img231/9328 ... dowsi0.png[/img]
Character Equip Screen
http://img220.imageshack.us/img220/9705 ... dowrn8.png[/img]
I will give some more details if someone is willing to do it. These should be good enough to get the gist. I am not the scripting savvy so if there is any complications I can work around it by changing the system a bit.
Appreciate it,
Mundane