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#_/ â—†Equipment Skills System - KGC_EquipLearnSkill â—†VX â—â€
#_/ â—‡ Last Update: 2008/02/10 â—‡
#_/ â—†Translation by Mr. Anonymous â—â€
#_/-----------------------------------------------------------------------------
#_/ This script allows you to assign skills that can be "learned" by equipping
#_/ designated equipment. Everytime the party defeats an enemy, they recieve
#_/ TP (Training Points) that go toward mastering a skill. Once a skill is
#_/ mastered (with the default setting of NEED_FULL_AP = true), that skill is
#_/ learned. This system is much like the one in Final Fantasy Tactics Advance.
#_/=============================================================================
#_/ â—†Instructions For Usage â—â€
#_/ To make use of these functions, you must insert the desired tag into the
#_/ "Notes" box located in the specified section of the database.
#_/ <learnskill> is for equipment, <needTP> is for Skills, and <TP> for enemies.
#_/ For example, you want the Club to supply the Dual Attack skill and be
#_/ mastered at 20 TP. You would locate the Club in the weapons tab of the
#_/ database and insert <learnskill 1>. Then, you'd locate Dual Attack in
#_/ the Skills tab of the database and insert <needTP 20>. Simple, effective.
#_/
#_/ Key: n = Number
#_/ SkillID = The ID number of the desired skill in the skills database
#_/ Amount = The desired amount of TP.
#_/
#_/ <learnskill SkillID>
#_/ Assigns the given skill to the designated equipment for the actor to use.
#_/
#_/ <needTP Amount>
#_/ Assigns a specified amount of TP the actor must aquire in order to master
#_/ the skill.
#_/ <TP Amount>
#_/ Assigns a specified amount of TP earned from defeating the enemy.
#_/
#_/
#_/ â—†Script Commands â—â€
#_/ These commands are used in "Script" function in the third page of event
#_/ commands under "Advanced".
#_/
#_/ * gain_actor_ap(ActorID, AP Amount, show)
#_/ Allows you to give an actor a specified amount of AP.
#_/ "Show" is a toggle. If set to true, if the skill is mastered, it will
#_/ display the "Skill Mastered" screen. (Ex. gain_actor_ap (1, 50, true))
#_/
#_/ * change_actor_ap(ActorID, SkillID, AP Amount)
#_/ Allows you to modify the amount of AP a specified skill has.
#_/ (Ex. change_actor_ap (1, 3, 100)
#_/
#_/ * call_ap_viewer(index: ActorID)
#_/ This calls the AP Viewer screen. If you exclude (index

, the first
#_/ actor in the index is automatically called.
#_/ Note: To use this properly, Ex. call_ap_viewer(index: 2) would pull up
#_/ the AP Viewer screen for the second actor.
#_/
#_/ [Further, please see "Equipment Exclusion" and "Skills Exclusion" located]
#_/ [near the bottom of the Customize block for more control. ]
#_/
#_/=============================================================================
#_/ Installation: Install above KCG_SkillCPSystem, if you use that script.
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$data_system = load_data("Data/System.rvdata") if $data_system == nil
#==============================================================================#
# ★ Customization ★ #
#==============================================================================#
module KGC
module EquipLearnSkill
# Note: To avoid confusion with the KCG_DistributeParameter script, I use TP
# (Training Point) as the default abbreviation. KGC uses AP.
# â—†AP Name â—â€
# This allows you to change the abbreviation of AP.
VOCAB_AP = "TP"
# â—†AP Default Value â—â€
# This allows you to change the default value of AP gained by an enemy when
# not manually specified using the <TP n> tag.
DEFAULT_AP = 1
# â—†Skill Use Mastery â—â€
# This toggle allows you to change whether a skill is usable when AP hasn't
# been maxed out.
# true = Skill cannot be used until the skill has been mastered.
# false = Skills are usable regardless of AP amount, however, when the item
# that provides that skill is unequipped, the skill is removed.
NEED_FULL_AP = false
# â—†AP Result Screen Aquisition Display â—â€
# The allows you to change the AP aquired message for battle results.
# %s : aquired AP amount
VOCAB_RESULT_OBTAIN_AP = "Aquired %s #{VOCAB_AP}!"
# â—†Display message when skill is mastered on results screen
# (beginning of message).
# %s : Actor Name
VOCAB_RESULT_MASTER_SKILL = "%s's"
# â—†Display message when skill mastered on results screen.
# (ending of message)
# %s : Name of mastered skill
VOCAB_RESULT_MASTER_SKILL_NAME = "%s was mastered!"
# â—†Command Menu â—â€
# This toggle adds the "AP Viewer" (Training Skills) selection to the main
# command menu.
USE_MENU_AP_VIEWER_COMMAND = true
# â—†Text of the Equip Skills selection on the main command window.
# Could also be written: VOCAB_MENU_AP_VIEWER = "#{VOCAB_AP} Skills"
VOCAB_MENU_AP_VIEWER = "View TP"
# â—†AP Viewer Screen â—â€
# Mastered AP skills column display.
VOCAB_MASTER_SKILL = " - MASTER - "
# This toggle shows/hides skills that have 0 AP.
# This also evidently affects the skill's usability, though untested.
# true = show
# false = Hide
SHOW_ZERO_AP_SKILL = false
# This toggle allows you to hide the name of a skill if the skill has 0 AP.
# true = mask the skill name
# false = unmask the skill name
MASK_ZERO_AP_SKILL_NAME = true
# This allows you to change the text of a 0 AP masked skill.
# (When MASK_ZERO_AP_SKILL_NAME = true)
ZERO_AP_NAME_MASK = "Unavailable"
# This toggle allows you to mask the text displayed in the "Help" (topmost)
# window of a skill that has 0 AP.
# true = mask the skill's help text
# false = display the text normally
HIDE_ZERO_AP_SKILL_HELP = true
# This allows you to change the text displayed in the "Help" (topmost) window
# of a skill that has 0 AP. (When HIDE_ZERO_AP_SKILL_HELP = true)
ZERO_AP_SKILL_HELP = "This skill is unavailable."
# â—†Equipment Exclusion â—â€
# The following lines make it possible for a specified actor to not gain
# skills granted by certain Weapons and Armors.
# The subscript of the array (The [] brackets) cooresponds to the Actor ID.
EXCLUDE_WEAPONS = [] # Weapons
EXCLUDE_ARMORS = [] # Armor
# Example:
# ActorID:1 WeaponID:50 and 70
# EXCLUDE_WEAPONS[1] = [50, 70]
# Ralph cannot aquire the skills given by the weapon of WeaponID 50 and 70.
# â—†Skills Exclusion â—â€
# The following line makes it possible for a specified actor to not gain
# certain skills provided by any equipment that may normally grant them.
# The subscript of the array (The [] brackets) cooresponds to the Actor ID.
EXCLUDE_SKILLS = []
# Example:
# ActorID:1 SkillID:30
# EXCLUDE_SKILLS[1] = [30]
# Ralph cannot aquire the skill in SkillID 30 granted by any equipped goods.
# â—†Call AP Viewer from the Skills Window â—â€
# This allows you to change what key/button is pressed on the skills window
# to shift to the AP Viewer window.
# When set to nil, this is disabled. ( CALL_EQUIPSKILLKEY = Input::nil )
# Note: Currently this only works with KGC_CategorizeSkill
# I'll revise this later so you may do so without that script.
# I also need to add a couple more methods to this anyhow.
CALL_APVIEWERKEY = Input::Z
# â—†Call Skills Window from the AP Viewer â—â€
# This allows you to change what key/button is pressed on the AP Viewer
# to shift to the skills window.
# When set to nil, this is disabled. ( CALL_SKILLSKEY = Input::nil )
CALL_SKILLSKEY = Input::Y
end
end
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
# Unless you know what you're doing, it's best not to alter anything beyond #
# this point, as this only affects the tags used for "Notes" in database. #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
# Whatever word(s) are after the separator ( | ) in the following lines are
# what are used to determine what is searched for in the "Notes" section.
$imported = {} if $imported == nil
$imported["EquipLearnSkill"] = true
module KGC::EquipLearnSkill
# Regular Expressions Defined
module Regexp
# Base Item Module
module BaseItem
# Learn Skill tag string
LEARN_SKILL = /<(?:LEARN_SKILL|learnskill)[ ]*(\d+(?:[ ]*,[ ]*\d+)*)>/i
end
# Base Skill Module
module Skill
# Need AP tag string
NEED_AP = /<(?:NEED_AP|needTP)[ ]*(\d+)>/i
end
# Base Enemy Module
module Enemy
# AP given tag string
AP = /<TP[ ]*(\d+)>/i
end
end
end
#==============================================================================
# â–¡ KGC::Commands
#==============================================================================
module KGC::Commands
module_function
#--------------------------------------------------------------------------
# â—‹ AP ã