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[Request] Level Skills by Use

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~Crazy Lazy Workaholic~
  • Level Skills by Use
    July 29th, 2010



    Summary
    This seems like a bit of a tall order, so brace yourself  :unsure:
    I've been looking for a Skill Level by Use script. What I found was DivideByZero Skill Level and Modern Algebra Learn Skill by Use. I understand that what I want to accomplish can be handled by Modern Algebra's script alone, but this would require making a different skill for each "level". Considering 8 main actors with a plan for 20-30 skills each with a minimum of 5 levels per skill, that's 800 skills just to account for leveling. This is why DBZ's script looks nice, but it's limited to adjusting Damage and MP cost. I'm using Yanfly Engine Melody, so there's a lot more I can do with skills than just a bit of adjustments provided by the database. Plus it seems that the DBZ point system is not compatible with Melody as well.

    On top of this we are incorporating YEM's Skill Overhaul to initially learn the skills, but once they are learned, they require use to power up.

    I'd be willing to do some special sprite requests for the scripter that would do this ^_^ It's for a completely free non-profit fan project Second Life Project.

    If you have any questions or anything I am willing to assist in specifications in any way necessary. I'm flexible.

    There is a scripter on RMVX.net named SowS that has been working on this request, but he is still learning and has encountered difficulty in the request. He's very helpful and works on requests for many people, so I don't want this snag to bog him down.

    Features Desired
    • Skill Database Note-tags
      • <use: X,Y> X=Set use needed to level the skill to the next level (a la Modern Algebra's script.) Y=varied usage needed for subsequent levels. (Thus <use: 30,20> would be 30 to level 2, 50 to level 3, 70 to level 4, 90 to level 5 for a total of 240 usage for level 5) if no Y value is present, this does not fluctuate. Also the option to differentiate use needed as defined be Actor or Class, would be a nice bonus.
      • <maxlv: X> Set Maximum Level attainable. (a la DBZ's script)
      • <limit: X,Y|Z,A> Limit skill level X/Z to Y/A actor level.
      • Define how the ability changes as it gains levels. You can perform this how you see best to make it customizable. I can see it a few ways. These methods are just ideas, depending on what is easier to set up. I do like option 3 for the flexibility it has regarding melody though.
        • [1] Define skill by level. Level 1 is the basic notes. <lv X: (configure)> configure should have the ability to call on YEM notetags such as Custom Damage Formulas, adding States to the leveled skill, and Cost change (be it HP, MP, Gold, Rage, what have you.)
        • [2] Define skill by attribute change per level. <dmg X: (2,Y),(3,Z)> where is the damage code used in Melody (if used, the X is not necessary) and Y and Z are the amount added to the damage increment with each level. <dmg X: Y> would be a static gain every level, can be %. <X cost: (2,Y), (3,Z)> where X can be MP, HP, Gold, Rage, Item. can also be <X cost: Y> for static gains, % supported. <add: X (state ID)> adds a state on top of those present in the skill at X level. <sub: X (state ID)> replaces any states already on the skill at X level. Also the possibility to change target settings (such as single to group, or use Melody's custom target settings.)
        • [3] Between Tags defined by level: <level X> </level x> between these tags you can put melody codes that will take effect at level X. Probably would need <add: (state ID)> and <sub: (state ID)> from above as well and using one of the above methods for those without Melody
      • <require skill X,Y> tag for the ability to make a skill tree effect without needing another script. X is the skill ID and Y is the level of the skill required.
    • Compatibility with YEM Custom Damage (agi_f, hp_degen, mp_degen and more), Custom Target Options and Costs (Rage, Items, HP, MP, Gold)
    • Menu: It would be nice to be able to see how many uses the skill has seen and how many uses are needed to get to the next skill. It would be nice if this can be added to the Melody Skill menu in Skill Overhaul OR be added to the basic Skill menu so as to not be reliant on Melody for those that do not wish to use Melody. This would likely be accomplished by adding an option upon selecting a skill in menu for "Use" or "Info" Where "Info" details the use information and how much use is needed for the next level. Perhaps additional skill information, but that's not necessary at all, it'd be icing.
    • (Optional:) Passive State leveling: Every time a JP cost Passive state is taken into effect, the state increases in level. For example State: Resist Poison will gain experience every time a poison skill is used on the user. This is a completely optional option and need not be done, it'd be icing. Would also be completely reliant on Melody's Skill Overhaul.

    Mockups
    The only visual aspect lies in the menu note above and this is meant to be a "pop-up" that can easily be added to any skill menu without needing to modify that menu screen.

    Games its been in
    • Final Fantasy II



    Did you search?
    Yes

    Where did you search?
    • RMVX.net
    • RRR
    • RMRK.net
    • hbgames.net

    What did you search for?
    • skill level

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I would love to help you with this; unfortunately I am going away tomorrow. But I will see what I can do when I get back.

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Thank you for the consideration at least then. I'll be sure to keep updates going on this since it's posted in multiple locations.

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Divided by Zero has announced that he is working on an update to his script and will keep my request in mind. I have mentioned to him that I had an issue with his script combined with Melody's Status Menu (not a critical failure, only that his point distribution would not show within the Melody Status menu). I'm not sure how that will pan out ultimately, or if he'll keep the point system or switch to a use system or somehow make it able to use one or the other.

As of yet, no one has posted any results in the direction of this request, so I still await that. All parties that have posted interest had ulterior motives (SowS to learn how to work with the Skill menu, DBZ for consideration in an update for his script). We'll see how things pan out on that front, but I'd still be curious to see MA's results if he picks this up too.

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*pokes this request*
I'm not getting any information on this at all... I don't know what's happening anymore and it's kinda disheartening... *puppy-eyes*

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Well, I don't want to step on anyone's toes if they've already started working on it. If you have confirmation from SowS and DBZ that they will no longer work on it, then I'll take a shot.

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I have word back from both SowS and DBZ.
Quote from: SowS
sorry, i can't finish it. i won't be able to script for awhile.
Quote from: dividedbyzero
I'm very sorry, but I think my script update might be a while yet; I'm fairly busy and haven't found much time to make progress. I hope somebody else can help you out with this. In case this isn't a very time-sensitive request, I'll be sure to notify you when my script is ready in case you haven't found anything by the time it's done.

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Alright. If I find time today I may work on it and see how it goes.

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i'll check the script when MA is done. :P
-SowS
« Last Edit: August 17, 2010, 05:25:15 PM by Nhoj_yeR »

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Oopsidaisy.
Project members are anticipating this script so it could be included as part of a tutorial, so I'm giving a bump to learn of progress if any...

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Sorry, I haven't had time to work on it yet because I've been babysitting all week. I will get around to it though - I will likely use my Learn Skills By Use script as a base, so all I will need to do is work out the levelling aspects. It should be pretty simple once I get to work on it.

The tagging you want will be somewhat tricky to achieve though for several reasons. (A) The YEM scripts wouldn't be able to tell that something is between tags and so would automatically load those attributes regardless. That could be solved by interjecting before it is interpreted and converting the tags to something unreadable, and converting back once the proper level is reached. However, (B) another problem is that YEM scripts always load attributes only once when the skill is first accessed, meaning that if it would need to be reactivated.

Anyway, what I will probably end up doing is intervening at the start, before any notes are interpreted, and separate each skill level into separate skills, but the tagging might not be exactly in the format you want. Anyway, I'll figure it out but it might be a little tricky. At the very least, you can expect that it won't be done this week.
« Last Edit: August 22, 2010, 04:12:54 PM by modern algebra »

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I suggested 3 different methods of tagging as 3 different possibilities. In the end, what works, works, right?

If strength of skill can be increased by perhaps a percentage overall that's cool too. Like Percentage Damage, Percentage Cost. And maybe a percentage cooldown or duration, but we'll see about that.

If this is an addon to your Learn Skills by Use and they are usable together then it's possible we could use a combination of the two. One of the big things would be making melodies (as in customizing attack actions.) I still need to play with it, but if we wanted to say, increase the amount of attacks a move does we'd have to play with the melody function because I know that that allows adding in additional strikes.

So if both can be used in conjunction, it would still be great for cutting down on exactly how many skills we need to make ^_^

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Don't want to be pushy, because I know this is a handful and you have a life, but I already don't go by bump once every 24 hours. Even a post of what you plan it to work out to be would be cool ^_^

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Well, I sort of did that already, but I can try to be a little more clear. It will likely require my Learn Skills By Use script, but it will be setup along the lines of your third option. Essentially what I plan to do for each skill that has levels is, upon startup, separate each level of it into a new skill (this script will need to be below your melody scripts, by the way). There is some trickiness, in that I may need to redefine the $data_skills global variable a little bit, but there's no reason for you to worry about that since if I do, I will do it in a way that shouldn't impact any other scripts.

Anyway, the notes will be set up in a similar manner to your third option so as to use bbcode-esque tags like this:

\level[X]    /level[X]\level[Y]   /level[Y]

Notes within those tags will apply only to that level of skill, while notes not within any level tags will be included in all levels of the skill. I will also include codes for changing the values of regular options like damage and variance, but I haven't settled on exact format yet. Naturally, I will include tags for you to set level growth as well as options to explicitly set how many uses are needed for each level.

Anyway, you don't need to worry about these things. If I find I am unable to do it, I will inform you. Until then, you can assume that I will work on it when I find the time. I still need to do a few other scripting tasks before I can start on this, but they are fairly minor. As I said last Sunday, you can at least expect that the script won't be done before this Sunday.

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Thank you for the layout. That makes sense and it's something to look forward to. ^_^ It'd be pretty sweet if it works out as planned.

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You mentioned you'd have looked into it more after Sunday and just want to say, looking at the Learn Skills by Use thread recent posts that Level skills by use should see results as you reach the use needed for each skill, and should not wait for a level up.

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Oopsidaisy?  :'(

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Patience is a virtue. I had a hurricane to deal with. I'm working on the update to LSBU that will allow you to learn skills instantly. This script is next on the list.

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No problem. I just like to know what's going on. Sorry to hear about the hurricane. Hope things work out for you.

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Alright, just a quick update for you. I've almost finished the update to LSBU that will learn the skill instantly. Once finished that, I will begin working exclusively on this script. I'm back at school now, so I will try to get it out of this way on the weekend. I have a few ideas on how to access them and how to save the level each actor has at that skill, so we'll see.

Now, I do have a few questions for you. It's leveling, so I assume you want to remove the old levels of the skill when you level it. Y/N? It doesn't make a big difference either way. Also, when a skill is levelled, how do you want that reflected when looking at the skill? I notice that you would like to have a "Info" or "Use" window come up when selecting a skill. I would prefer not to have that as it's kind of bulky and it shows very little information. The way I show Use count in LSU is by allowing the player to press SHIFT (or any button of the creator's choosing) and it will change the description to show the Use count). However, there is still the issue of showing level. Now, I can do that by either including that in the information shown when you press SHIFT, or I can do it by adding a suffix to the skill, such as Fire 1, Fire 2, ... or Fire I, Fire II, ... Which would you prefer?

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The Info or Use is more in consideration so that the visuals would not mess up with any menu scripts and still be compatible with the Default system or a custom menu like YEM. I don't know how that would work out ultimately, since we are using YEM JP in the Skill Overhaul. We are using Passive skills as well (I realize leveling Passive skills would be a pain, but it occurs to me that if it's made to be possible, people could actually mimic the FFII stat leveling system using Melody and this script.... Which would be nice as I've seen a few people request it)

And we were planning on removing the old skill when it's leveled. Like I said, if it's usable in conjuction with Learn skills by use, if there were any skills we also wanted to keep after leveling and learn a new skill that would be cool, and also probably make us completely abandon the YEM JP SYstem except for Passives... although we may look at Shanghai's passives instead as they are Skill oriented and not State oriented.

The Press shift would be good, we can add that to our Skill Tutorial using my Keyboard Key icons and all :3

I think that showing it in the information would be more canon with our source material. But thinking of other users, the option of displaying it next to the skill in the menu is also a good idea. I don't like to be self, so if it's possible to make it an either or option, that would be great for other people wanting to use the script too ^_^

From our source material, a description of the character's skills at level 8.
Quote
Abilities: Thick Skin – Ability Level 1, Charisma +5% / Buddha’s Mountain’s Phantom Kick – Ability Level 1, 10% chance of tripling attack power when using leg attacks (multiplier does not include weapon(s)’ attack power) / Chop – Ability Level 3, attack power +10% when using Chop / Continuous Attack – Ability Level 3, can attack continuously for up to 4 times / Terrifying Roar – Ability Level 1, reduces enemy defense by 3%
We aren't following them all exactly though, but we are trying to be as close as possible.

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Since I am looking forward to this script, may I add a suggestion? One of the things I think should be noticed is enemies. They can use skills, but at which level? If you use a skill players use, would it be terrible to have the possibility to add a notetag or even a hash in the script (say, {Enemy ID --> ["Fire_2", "Ice_2", "Death_12"]} or something, I'm no expert) that configures the skill level for enemies?

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That is an important consideration and one I hadn't thought of. I will be sure to add that feature, though I may use IDs instead of names. Something more like:

\skill_level[[skill_id, level], [skill_id, level], ...]

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I am sorry that I haven't gotten around to this yet. Distractions abound :) I have to get some applications done before the end of the week, but after that, I will get around to this script.

I haven't forgotten you.

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Thank you for the consideration. I wasn't worried. I see you updating other scripts, and some of them I can see how they can relate to this, so that's a progress report too :3

You are probably one of the best scripters around, so of course you're busy. :3

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