Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Is it possible for skills...

*EDIT*: D'oh! Please move this to General RGSS Support or related!

Hello --

I was just curious whether it's possible to do something similar to Sephiroth's Equipment system as far as skill learning, but have the skills not be dependant on whether the character has anything equipped or using any items?

For example, I would like to code (eventually), a system that bases itself loosely on the FFX-2 skill learning system -- with practicing skills, you gain points everytime you do it.

But my problem is -- everything I see on skill point allocating and learning leans toward having it be mandatory to have a weapon or armor or item equipped.

Is it possible to have skills be learned with no points invested in them, then once they *know* the skill, (be it from teachers granting it, or finding it in a book, etc), that they can start practicing it, and gain points without resorting to having equipments?

It's probably in the purview of scripting, but I wouldn't mind learning that eventually. I do know a few things about scripting, although not enough, and not as extensive as I'd like yet.

Hope this sparks some sort of discussion. (I hope this isn't the wrong forum -- It does relate to scripting though.)
 

Mac

Member

I believe SephirothSpawn is working on something like this called Skill Branching....wait for his new Test Bed release...maybe he might of incorperated it.
 
Hey Gryph,
One of my possible 'on the shelf' projects is to develop a system based on P&P, which uses Experience (EXP, like RMXP has now), but also Expertise (EXT, applies directly to a specific skill). Your success in the skill goes up with the level for that skill, and using the skill gains expertise to make the level go up.
The 'cost per level' is also treated as the 'cost to learn' from level 0 to level 1. So, you can still use the skill at level 0, it won't be very successful, but you'll gain the expertise to level it up. You can increase the EXT more by studying with a master or teacher.
While I'm certain this is possible, I haven't looked into creating the system yet. Sorry to be of little help.
I am, however, interested in what you find out.
Best of luck

Be Well
 
Counting how many times a skill has been used if fairly easy.

Code:
class Game_Actor
  alias_method :seph_skillusecount_setup, :setup
  def setup(actor_id)
    seph_skillusecount_setup(actor_id)
    @skill_use_count = {}
    @skill_use_count.default = 0
  end
  def times_skill_used(skill_id)
    return @skill_use_count[skill_id]
  end
  def add_skill_use(skill_id)
    @skill_use_count[skill_id] =+= 1
  end
end

class Game_Battler
  alias_method :seph_skillusecount_se, :skill_effect
  def skill_effect(user, skill)
    if user.is_a?(Game_Actor)
      user.add_skill_use(skill.id)
    end
    return seph_skillusecount_se(user, skill)
  end
end

That should count the times a skill has been used. Now, altering the attributes in the skills is rather tricky simply because of the way rxmp uses pointers for skills to the $data_skills array.

So, everytime the skill data is used or displayed, you need to store what actor is planning on using the skill. One way I found out to be effective is this :

~ Before the data of a skill is accessed, store current actor data to global variable (something like $yourscriptname_actor)
~ Alias the attributes of the RPG::Skill class, and make your mods in those methods
~ Clear your global variable after that (set to nil)

You can see an example here : http://www.rmxpu.net/staff/sephirothspawn/Script Files/SP Cost Modifers.txt

Let me know if you need any help.
 
Edit: @Brewmeister -- Hrmm, Your system sounds very similar, and probably a better way of setting things up. Mine is somewhat governed by two stats: Mental Focus and Inner Faith -- the first will be how reliable the skill will be, and the other somewhat governs the strength of your skill -- untrained, that is. Eventually, once you learn more skills/master them, the two stats will go up slowly.

Ahh, Okay. The script looks understandable... mostly. At least at a glance.

Also, the skills will most likely be class specific -- but I do not want classes to start out with all of them -- just taught by teachers and others who have the skill through an event.

Example: An Animal Speaker will have a skill called "Animal Chat" at the very beginning (which is a very basic skill, and helps in field), but he may also have touches of Healing Skills or another non-animal speaker skills. Classes are mostly the 'dominant' talent in each character, if that makes sense.

This is just to give you an idea on what I'm kinda trying to conceptualize and put on paper. A custom system featuring their skills and the amounts, along with a couple other things.

EDIT: Hrmm. I looked over that script. Looks interesting. :) I'll have to study it a little.
 
Feh. I can almost understand the script, and scripting in a general abstract sense sometimes, but I'm not really ready to do much more than making simple windows and showing variables, etc.

This probably will have to be put on hold until I can get some experience from the Scripting Academy.

Thank you for the help so far. :)
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top