Hello first of all, nice to meet you, I am new around here and it's a pleasure to be in such a nice forum.
Second, sorry for bringing back this thread from the deadland, but I have a little problem with this script and was hoping for a little help.
I am using
Modern Algebra's "Learn Skills By Use" script and
Zeriab's "Dialog System" script to make skills that "evolve" when they're used a number of times.
The problem is a little glitch that comes when the dialog box from the
"Dialog system" script appears in the screen telling that you have learned the new skill:
Here it shoul say: "Oscar has learned Double attack" but the text is "cut"
I am using various scripts in my project, but when I remove the
"Scrolling Window_Help" script, the glitch disappears, so my guess is that the problem is whitin this script, but I am no expert in this matter, so excuse me if I am mistaken.
I also tried to put the scripts in different order but the result is the same.
Here are the other scripts if you need to check them:
#==============================================================================
# Learn Skills By Use
# Version: 2.0b
# Author: modern algebra (rmrk.net)
# Date: October 29, 2010
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# NB: If you wish to use the learn immediately option of the script, then
# Zeriab's Dialog System is required and he should be credited. You can find
# it here: http://rmrk.net/index.php/topic,24828.0.html
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
#
# This script allows you to have actors learn skills by using other skills.
# For instance, you could set it so that an actor will learn Fire II only
# after he has used Fire 50 times. You can also set it so that there can be
# multiple paths to learning a skill and multiple skill requirements. For
# instance, that same actor could also learn Fire II if he has used Flame
# 60 times and Flame II 25 times. However, you can also set class
# prohibitions and level requirements, so if you never want a Paladin to
# learn Fire II no matter how many times he uses its root skills, then it is
# easy to set that up, and if you don't want Fire II to be learned by any
# actor until they are at least level 7, then that can be setup too. You may
# also set it up so that it is like an upgrade - Fire becomes obsolete once
# Fire II is learned, and so you can simply forget Fire once you have Fire II
# It also has two options of ways to show the number of times you've used a
# skill.
#
# Also, you can set it so that the actor either learns the new skill
# immediately upon meeting use requirements, or at his/her next level.
#
# Further, this doesn't interfere with the regular skill learning system, so
# if you set it that a mage will learn Fire II at level 6 in the Class Tab
# of the database, than the mage will learn Fire II at level 6 no matter if
# she has met the use requirements of its root skills, and no matter what
# the class prohibitions or level requirements are.
#
# There are also a number of options you can set regarding how to show the
# number of uses in the help window, and you can do it by either pressing a
# button or it will show up at the same time as the description. There is
# also a new set of mastery options.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
#
# Place this script above Main and below Materials in the Editor. It should
# also be below any custom levelup scripts you may have. If set to learn
# immediately, then Zeriab's Dialog System is required above this script:
# http://rmrk.net/index.php/topic,24828.0.html
#
# To set up a skill to be learned through use, you must use this code in a
# notes box:
#
# \ROOT_SKILL[skill_id, number_of_uses, <supplement_skills>, forget]
# skill_id : The ID of the root skill that leads to this skill.
# number_of_uses : An integer - the number of times the root skill has
# be used before it teaches this skill.
# <supplement_skills> : a list of skill IDs that also have to have their
# root requirements fulfilled before the skill will be learned. It is
# of the format: <x, y, z> where x, y, and z are the IDs of the other
# skills that must have usage requirements met. You can have as many
# as you like. Note, however, that you must set up one of these
# requirements notes for each of the other skills as well, and you
# must cross-reference the skills in this path. Defaults to <>,
# meaning that the only usage requirements needed to be filled is this
# one
# forget : If this is set to 1, then the root skills will be forgotten
# once this skill is learned. If left blank or set to any other digit,
# than the root skills will be retained.
#
# EXAMPLE A:
#
# This code in the notebox of a skill:
#
# \ROOT_SKILL[9, 100]
#
# There is only one path to learning this skill:
# (i) Use the skill with ID 9 at least 100 times.
#
# No skill is forgotten
#
# EXAMPLE B:
#
# These codes in the notebox of a skill:
#
# \ROOT_SKILL[1, 20, 1]
# \ROOT_SKILL[4, 15, <5>]
# \ROOT_SKILL[5, 8, <4>]
#
# With these codes, there are two paths to learning this skill.
# (i) Use the skill with ID 1 at least 20 times.
# (ii) Use the skill with ID 4 at least 15 times and use the skill with
# ID 5 at least 8 times.
#
# No matter which path is taken to the skill, the skill with ID 1 will be
# forgotten as soon as the new skill is learned.
#
# EXAMPLE C:
#
# The following codes in the notebox of a skill:
#
# \ROOT_SKILL[6, 100]
# \ROOT_SKILL[7, 100]
# \ROOT_SKILL[6, 20, <7, 8>]
# \ROOT_SKILL[7, 25, <6, 8>]
# \ROOT_SKILL[8, 15, <6, 7>]
#
# With these codes, there are three paths to learning this skill.
# (i) Use the skill with ID 6 at least 100 times
# (ii) Use the skill with ID 7 at least 100 times
# (iii) Use the skill with ID 6 at least 20 times, the skill with ID 7 at
# least 25 times, and the skill with ID 8 at least 15 times.
#
# No matter which path is taken, no skills will be forgotten.
#
# To prohibit a class from learning a skill through usage requirements,
# put this code in a notebox of a skill:
#
# \PROHIBIT_CLASS[class_id]
# class_id : ID of class not allowed to learn this skill through use
#
# To set a minimum level for learning a skill through usage requirements,
# put this code in the notebox of a skill:
#
# \MIN_LEVEL[x]
# x : an integer that is the minimum level. An actor cannot learn
# the skill until his level is at least equal to x.
#
# Next, you may want to setup if and how the use count is displayed. To, set the text that you
# want to signify the count under LSU_VOCAB_USECOUNT at line 159, and you can
# set the color of the text at line 165 - LSU_COUNT_FONTCOLOR. If this is an
# integer, it takes the color from the windowskin palette. You could also set
# it as an array of the form: [red, green, blue, alpha].
# Alternatively, you could set it up to only show the skill count if the
# player presses a specified button. You would not get to choose the color in
# that case, but would get to specify alignment.
#
# Lastly, there is now an option to show "Mastery". You can specify a number
# of uses to meet this threshold. When showing use count, it will show up as
# # of uses / mastery threshold, and once reached, it will be replaced by any
# text you choose. Those options are between lines 162 and 168. To set the
# threshold for a skill individually, use the following code:
# \MASTER[x]
# x : the number of uses to reach mastery.
#==============================================================================
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# EDITABLE REGION
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
LSU_LEARN_IMMEDIATELY = true # Whether to learn the skill immediately upon
# meeting usage requirements or to wait for level
# If true, you MUST have Zeriab's Dialog System:
# http://rmrk.net/index.php/topic,24828.0.html
LSU_VOCAB_OBTAIN_SKILL = "%n has learned %s!" # The message shown when an actor
# learns a new skill if immediate and not on level
LSU_SE_OBTAIN_SKILL = "Skill" # The SE that plays when an actor learns a new
# skill. Again, only applies if on immediate.
#``````````````````````````````````````````````````````````````````````````````
LSU_SHOW_USE = true # Whether or not to show use count at all in the
# the help window.
LSU_VOCAB_USECOUNT = "Used: " # Text to label skill count
LSU_BUTTONSHOW = true # Whether or not it shows up with the description
# or is drawn only when pressing a button
LSU_BUTTON = Input::Z # If LSU_BUTTONSHOW is true, what button needs to
# be pressed to show the skill use count
LSU_SHOWCOUNT_ALIGN = 0 # Alignment of text if LSU_BUTTONSHOW is true
LSU_COUNT_FONTCOLOR = 16 # Font color if LSU_BUTTONSHOW is false
#``````````````````````````````````````````````````````````````````````````````
LSU_SHOW_MASTERY = false # Whether or not to show some the word for mastery
# when a script has been used to its maximum
# efficiency or to a stated goal.
LSU_DEFAULT_MASTERY = 100 # The default number of uses for mastery
LSU_VOCAB_MASTERY = "[MASTERED]" # The word to show once skill use reaches goal
LSU_MASTER_REPLACE = true # Whether to replace the Used: x text or simply be
# placed after it.
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# END EDITABLE REGION
#//////////////////////////////////////////////////////////////////////////////
if LSU_LEARN_IMMEDIATELY
#==============================================================================
# ** Dialog_DiscoverFavourite
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This class processes when a favourite item is discovered
#==============================================================================
class Dialog_LearnSkill < Dialog
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * A show method
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize(actor, skill)
@actor = actor
@skill = skill
begin
(RPG::SE.new (*skill.ma_learn_se)).play
rescue
(RPG::SE.new ("Skill")).play
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Create the windows
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def main_window
text = help_text
tw = [@background_sprite.bitmap.text_size (text).width + 40, Graphics.width].min
@learn_window = Window_Help.new
@learn_window.width = tw
@learn_window.create_contents
@learn_window.x = (Graphics.width - tw) / 2
@learn_window.y = (Graphics.height - @learn_window.height) / 2
@learn_window.z = STARTING_Z_VALUE + 1
@learn_window.set_text (text, 1)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Help Text
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def help_text
text = LSU_VOCAB_OBTAIN_SKILL.gsub (/%s/) { @skill.name }
text.gsub! (/%n/) { @actor.name }
return text
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Dispose the windows
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def main_dispose
@learn_window.dispose
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Frame Update
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def update
if Input.trigger?(Input::B) || Input.trigger?(Input::C)
mark_to_close
self.value = false
end
end
end
end
#==============================================================================
# ** Skill
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new public variables - ma_root_skills; ma_descendant_skills;
# ma_level_requirement; ma_prohibited classes
# new methods - ma_learn_se; ma_cache_lsu_skill_stats
#==============================================================================
class RPG::Skill
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_accessor :ma_root_skills
attr_accessor :ma_descendant_skills
attr_accessor :ma_level_requirement
attr_accessor :ma_prohibited_classes
attr_accessor :ma_master_uses
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Learn SE
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_learn_se
# Not cached because it will only rarely be accessed. Better to use RAM
if self.note[/\\LEARN_SE\[(.+?),?\s*(\d*?),?\s*(\d*?)\]/i] != nil
learn_se = [$1.to_s]
learn_se.push ($2.to_i) unless $2.empty?
learn_se.push ($3.to_i) unless $3.empty?
else
return LSU_SE_OBTAIN_SKILL
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Cache LSU stats
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_cache_lsu_skill_stats
# Get skill paths and descendants
@ma_root_skills, @ma_prohibited_classes = [], []
@ma_descendant_skills = [] if @ma_descendant_skills.nil?
@ma_master_uses, @ma_level_requirement = LSU_DEFAULT_MASTERY, 1
# Level Requirements
@ma_level_requirement = $1.to_i if self.note[/\\MIN_LEVEL\[(\d+)\]/i] != nil
@ma_master_uses = $1.to_i if self.note[/\\MASTERY?\[(\d+)\]/i] != nil && $1.to_i > 0
root_paths = {}
root_skills = []
(self.note.scan (/\\ROOT_SKILL\[(\d+),?\s*(\d*),?\s*?<?([\d ,;:]*?)>?,?\s*?([F1]?)\]/i)).each { |match|
id = match[0].to_i
n = match[1].to_i
supplement_skills = []
(match[2].scan (/\d+?/)).each { |id2| supplement_skills.push (id2.to_i) } unless match[2].empty?
forget = !match[3].empty?
root_skills.push ([id, n, forget, supplement_skills])
}
root_skills.each { |array|
key = ([array[0]] + array[3]).sort
root_paths[key] = [] if !root_paths[key]
root_paths[key].push (array[0, 3])
}
root_paths.each { |key, path|
if path.size < key.size
key.each { |key2|
exists = false
path.each { |array| exists = true if path[0] == key2 }
path.push ([key2, 0, false]) if !exists
}
end
path.sort! { |a, b| a[0] <=> b[0] }
@ma_root_skills.push (path)
}
@ma_root_skills.each { |path|
path.each { |d_id, n, forget|
$data_skills[d_id].ma_descendant_skills = [] if $data_skills[d_id].ma_descendant_skills.nil?
d_skills = $data_skills[d_id].ma_descendant_skills
d_skills.push (self.id) unless d_skills.include? (self.id)
}
}
# Prohibited Classes
(self.note.scan (/\\PROHIBIT_CLASS\[(\d+)\]/i)).each { |id|
@ma_prohibited_classes.push (id[0].to_i)
}
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Compatibility with Note Editor + General Compatibility Patch
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
if self.method_defined? (:ma_reset_note_values)
alias malg_lsu_rsetnote_8uk2 ma_reset_note_values
def ma_reset_note_values (*args)
malg_lsu_rsetnote_8uk2 (*args) # Run Original Method
@ma_root_skills.each { |path|
path.each { |a| $data_skills[a[0]].ma_descendant_skills.delete (self.id) }
}
ma_cache_lsu_skill_stats # Recache skill stats for LSU
end
end
end
#==============================================================================
# ** Game_Actor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - initialize; level_up
# new method - lsu_skill_requirements_met?; learn_skill_by_use; skill_count;
# increase_skill_count; skill_mastered?
#==============================================================================
class Game_Actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_brnchskill_stp_1xc3 setup
def setup (*args)
@lsbu_skill_count = []
# Run Original Method
modalg_brnchskill_stp_1xc3(*args)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Level Up
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malg_skl_brnches_byuse_lvlplus_0kb2 level_up
def level_up (*args)
# Run Original Method
malg_skl_brnches_byuse_lvlplus_0kb2 (*args)
# Check all skills to see if requirements have been met to learn the skill
skills.each { |skill|
skill.ma_descendant_skills.each { |descendant_id|
descen = $data_skills[descendant_id]
if !@skills.include? (descen.id) && lsu_skill_requirements_met? (descen)
# Learn Skill
learn_skill_by_use (descen.id)
end
}
}
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Check if this actor meets requirements to learn skill
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def lsu_skill_requirements_met? (skill)
return false if skill.ma_prohibited_classes.include? (@class_id)
return false if @level < skill.ma_level_requirement
skill.ma_root_skills.each { |path|
path_complete = true
path.each { |reqs|
if skill_count (reqs[0]) < reqs[1]
path_complete = false
break
end
}
return true if path_complete # If all requirements met
}
return false
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Learn Skill By Use
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def learn_skill_by_use (skill_id)
forgets = []
$data_skills[skill_id].ma_root_skills.each { |path|
path.each { |reqs| forgets.push (reqs[0]) if reqs[2] }
}
forgets.each { |forget_id| forget_skill (forget_id) }
learn_skill (skill_id)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Retrieve Skill Count
# skill_id : ID of skill checked
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def skill_count (skill_id)
@lsbu_skill_count[skill_id] = 0 if @lsbu_skill_count[skill_id].nil?
return @lsbu_skill_count[skill_id]
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Increase Skill Count
# skill_id : ID of skill increased
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def increase_skill_count (skill_id)
@lsbu_skill_count[skill_id] = skill_count (skill_id) + 1
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Skill Mastered?
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def skill_mastered? (skill)
return skill_count (skill.id) >= skill.ma_master_uses
end
end
#==============================================================================
# ** Window_Help
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new method - lsu_set_secondary_text
#==============================================================================
class Window_Help
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Secondary Text
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def lsu_insert_secondary_text (text, align = 2)
# Check if real text has changed
if (@lsu_changed_text != @text) || (@lsu_changed_align != @align)
if LSU_COUNT_FONTCOLOR.is_a? (Integer)
self.contents.font.color = text_color (LSU_COUNT_FONTCOLOR)
else
self.contents.font.color = Color.new (*LSU_COUNT_FONTCOLOR)
end
self.contents.draw_text(4, 0, self.width - 40, WLH, text, align)
@lsu_changed_text, @lsu_changed_align = @text, @align
end
end
end
#==============================================================================
# ** Window_Skill
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - update_help
#==============================================================================
class Window_Skill
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Help Text
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias ma_lsu_updhelp_uses_8kh2 update_help
def update_help (*args)
if LSU_BUTTONSHOW
if Input.press? (LSU_BUTTON) && @actor
@help_window.set_text (ma_use_text, LSU_SHOWCOUNT_ALIGN)
else
ma_lsu_updhelp_uses_8kh2 (*args)
end
else
ma_lsu_updhelp_uses_8kh2 (*args)
return unless @actor && skill
@help_window.lsu_insert_secondary_text (ma_use_text)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Get Use Text
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_use_text
add = ""
if LSU_SHOW_MASTERY
if @actor.skill_mastered? (skill)
return LSU_VOCAB_MASTERY if LSU_MASTER_REPLACE
add = LSU_VOCAB_MASTERY
else
add = " / #{skill.ma_master_uses}"
end
end
return LSU_VOCAB_USECOUNT + @actor.skill_count(skill.id).to_s + add
end
end
#==============================================================================
# ** Scene_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new method - lsu_advance_skill_count
#==============================================================================
class Scene_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Advance Skill Count
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def lsu_advance_skill_count (user, skill)
# Increase skill count
user.increase_skill_count (skill.id)
if LSU_LEARN_IMMEDIATELY
new_skills = []
skill.ma_descendant_skills.each { |descendant_id|
descendant = $data_skills[descendant_id]
# Check requirements
if !user.skill_learn? (descendant) && user.lsu_skill_requirements_met? (descendant)
new_skills.push (descendant)
end
}
for new_skill in new_skills
user.learn_skill_by_use (new_skill.id)
Dialog_LearnSkill.show (user, new_skill)
end
end
end
end
#==============================================================================
# ** Scene_Title
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - load_database; load_bt_database
#==============================================================================
class Scene_Title
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Load Database
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malsu_lddata_5yj7 load_database
def load_database (*args)
malsu_lddata_5yj7 (*args) # Run Original Method
$data_skills.each { |skill| skill.ma_cache_lsu_skill_stats if !skill.nil? }
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Load Battle Test Database
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malg_lsu_btdat_6yh1 load_bt_database
def load_bt_database (*args)
malg_lsu_btdat_6yh1 (*args) # Run Original Method
$data_skills.each { |skill| skill.ma_cache_lsu_skill_stats if !skill.nil? }
end
end
#==============================================================================
# ** Scene_Skill
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - use_skill_nontarget
#==============================================================================
class Scene_Skill
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Use Skill Nontarget
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias ma_lsu_uskll_7uj2 use_skill_nontarget
def use_skill_nontarget (*args)
ma_lsu_uskll_7uj2 (*args) # Run Original Method
lsu_advance_skill_count (@actor, @skill) # Advance Skill Count
end
end
#==============================================================================
# ** Scene Battle
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - execute_action_skill
#==============================================================================
class Scene_Battle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Execute Skill
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdrnalg_exctskl_lsbu_4nv2 execute_action_skill
def execute_action_skill (*args)
mdrnalg_exctskl_lsbu_4nv2 (*args) # Run Original Method
# Increase User's skill count if actor
lsu_advance_skill_count (@active_battler, @active_battler.action.skill) if @active_battler.actor?
end
end
#==============================================================================
# ** Dialog system - RMVX
#------------------------------------------------------------------------------
# Zeriab
# Version 1.0
# 2008-02-16 (Year-Month-Day)
#------------------------------------------------------------------------------
# * Description :
#
# A small framework like script for dialogs
#------------------------------------------------------------------------------
# * License :
#
# Copyright (C) 2008 Zeriab
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Lesser Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Lesser Public License for more details.
#
# For the full license see <http://www.gnu.org/licenses/>
# The GNU General Public License: http://www.gnu.org/licenses/gpl.txt
# The GNU Lesser General Public License: http://www.gnu.org/licenses/lgpl.txt
#------------------------------------------------------------------------------
# * Instructions :
#
# You can place this script pretty much anyway you like.
# Place it above any other Dialogs you might be using.
# Increase the STARTING_Z_VALUE if you have trouble with the dialog not
# on top.
#==============================================================================
class Dialog
STARTING_Z_VALUE = 1500 # Default value is 1500
attr_accessor :value
attr_writer :marked_to_close
#--------------------------------------------------------------------------
# * Getter with 'false' as default value
#--------------------------------------------------------------------------
def marked_to_close
@marked_to_close = false if @marked_to_close.nil?
return @marked_to_close
end
#--------------------------------------------------------------------------
# * Mark the dialog to close
#--------------------------------------------------------------------------
def mark_to_close
self.marked_to_close = true
end
#--------------------------------------------------------------------------
# * Show the dialog
# Returns the value from the dialog
#--------------------------------------------------------------------------
def self.show(*args, &block)
dialog = self.new(*args, &block)
dialog.marked_to_close = false
return dialog.main
end
#--------------------------------------------------------------------------
# * Initialization
#--------------------------------------------------------------------------
def initialize(*args, &block)
# For subclasses to overwrite
end
#--------------------------------------------------------------------------
# * Main processing
#--------------------------------------------------------------------------
def main
# Create the dimmed background
create_background
# Create Windows
main_window
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if the dialog should close
if marked_to_close
break
end
end
# Dispose of windows
main_dispose
# Dispose of background
dispose_background
# Update input information
Input.update
# Returns the acquired value
return self.value
end
#--------------------------------------------------------------------------
# * Create the dimmed background
#--------------------------------------------------------------------------
def create_background
bitmap = Bitmap.new(Graphics.width,Graphics.height)
bitmap.fill_rect(0,0,Graphics.width,Graphics.height,Color.new(0,0,0,128))
@background_sprite = Sprite.new
@background_sprite.z = STARTING_Z_VALUE
@background_sprite.bitmap = bitmap
end
#--------------------------------------------------------------------------
# * Create the windows
#--------------------------------------------------------------------------
def main_window
# For the subclasses to override
# Remember to set their z.value to at least STARTING_Z_VALUE + 1
end
#--------------------------------------------------------------------------
# * Dispose the background
#--------------------------------------------------------------------------
def dispose_background
@background_sprite.dispose
end
#--------------------------------------------------------------------------
# * Dispose the windows
#--------------------------------------------------------------------------
def main_dispose
# For the subclasses to override
# Dispose your windows here
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# For the subclasses to override
if Input.trigger?(Input::B)
mark_to_close
end
end
end
I hope that this can be fixed.
Thanks in advance for your help