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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: blazinhandle on February 19, 2007, 01:04:35 AM

Title: Single Equipment AP system
Post by: blazinhandle on February 19, 2007, 01:04:35 AM
Yeah, yeah, i know this has been posted before, lol.  ;D I'm looking for an Ability Points script like in FF9. I plan on only using the accessory for the actual AP usage. I know that there's been a script made before, but I'm sick of dealing with Seph and was wondering if anyone knew another one that's around?

Title: Re: Single Equipment AP system
Post by: Blizzard on February 19, 2007, 12:14:09 PM
Quote from: blazinhandle on February 19, 2007, 01:04:35 AM
I'm sick of dealing with Seph

rep++ for that.

Have you tried checking dubealex.com? If was once planning to make my EQ Skills work either with or without AP, but I never find the time to do that. So if you don't find it, tell me, I'll see what I can do for you.
Title: Re: Single Equipment AP system
Post by: blazinhandle on February 19, 2007, 04:31:44 PM
yeah it WAS over at dube but some a$$hole took it down. Besides, it's most likely SDK with lines of meaningless code thrown in just so everyone just knows he's done the work. I have no problem with that, I mean if he wants to make sure know one takes credit by editing out code with their own, but surely everyone would know he made it. What it really comes down to is Seph being a pompous prick and it being his way or the gay way.
Title: Re: Single Equipment AP system
Post by: Blizzard on February 19, 2007, 07:43:57 PM
You will get your AP system. ;8
Someone who sees Seph as he is, deserves one! :)
Title: Re: Single Equipment AP system
Post by: blazinhandle on February 19, 2007, 08:17:34 PM
Quote from: Blizzard on February 19, 2007, 07:43:57 PM
Someone who sees Seph as he is, deserves one! :)

LMAO, yeah I'm not too fond of conceded makers who think theyre too good to listen or help out other people. He reminds me a lot of QHeretic from GGZ. But yeah, thanks Blizz. I'm also glad I'm not the only one who thinks so and with your expertise on top of that, it makes it that much better to know.
Title: Re: Single Equipment AP system
Post by: Blizzard on February 20, 2007, 11:17:15 AM
Lol, you should have seen what he posted the other day in a thread where the guys from rmxp came over and flamed US ALL, because ONE member from us just went there and spammed.

I have enhanced my EQ Skills, renamed it EQUAP Skills and now they work with AP, which is optional. ;) You can have usual EQ Skills and AP Skills together or only one. :) BTW, if you are using Tons of Add-ons, better use the newest version instead of this single code here:

[whoops, gone]
Title: Re: Single Equipment AP system
Post by: blazinhandle on February 20, 2007, 05:42:13 PM
awesome blizz thanks so much you script-making god. i get a couple of errors tho.

-when I got the skill menu and then to another (more specifically the equipment menu) and return to the skill menu the skill isn't shown anymore.
-when i enter battle for the first time no errors occur, however once i do again I get a "can't clone fixed num" with the line "elements = element_set.clone". I've found that this only occurs if i enter the menu after the first battle, and that no error occurs if i do not enter the menu after the first battle.
-i'm trying to separate standard skills from AP acquired ones with a separate menu. I'm thinking i can do this with a separate scene that shows skills only tagged with the equap element. Any ideas on how to display those skills, their current AP, and the AP needed to be learned. Is there any way to disable the use of those skills unless the AP is fully acquired?

:lol: I didn't mean to bombarden you with questions and I'm sorry if i've confused you. I know you're mad busy and I appreciate all you've done so far all out of common courtesy. thanks, blizz.
Title: Re: Single Equipment AP system
Post by: Blizzard on February 20, 2007, 08:46:43 PM
Quote from: blazinhandle on February 20, 2007, 05:42:13 PM
-when I got the skill menu and then to another (more specifically the equipment menu) and return to the skill menu the skill isn't shown anymore.

Ok, the script works like this:
When you EXIT the Scene_Equip the EQ skills will be updated. All EQ skills will be forgotten EXCEPT the ones that have reached the required AP. Then all the equipment IDs are being checked through and the appropriate EQ Skills will be learned. Maybe you did something wrong. You have a lot of stuff to configure there. You need to set up EQ Skills, AP requirement and how many AP each enemy troop will give. Check through if there is something you haven't set up right. It can happen easily... (>.<)

Quote from: blazinhandle on February 20, 2007, 05:42:13 PM
-when i enter battle for the first time no errors occur, however once i do again I get a "can't clone fixed num" with the line "elements = element_set.clone". I've found that this only occurs if i enter the menu after the first battle, and that no error occurs if i do not enter the menu after the first battle.

Something must be messing with the method... hm... Try first checking what I posted above. If it doesn't fix this as well I'll take a look into it, so just upload your Scripts.rxdata and I'll fix it.

Quote from: blazinhandle on February 20, 2007, 05:42:13 PM
-i'm trying to separate standard skills from AP acquired ones with a separate menu. I'm thinking i can do this with a separate scene that shows skills only tagged with the equap element. Any ideas on how to display those skills, their current AP, and the AP needed to be learned. Is there any way to disable the use of those skills unless the AP is fully acquired?

Easily. I used the same method within the script:

$game_system.maxap(SKILL_ID)

It will return 0 if the skill doesn't have the AP function. Otherwise it will return the max AP needed to learn the skill. The already collected AP can be displayed using the ap(SKILL_ID) method. You need to use it on an actor like

$game_party.actors[0].ap(SKILL_ID)

It will return the current AP of the skill for this actor or 0 if the skill is not an AP Skill. But don't use this to check if the skill is an AP skill, since it will also return 0 if the current AP of the skill are 0. =/

Use this additional code to disable the use of the skill if the max AP are not aquired yet:

class Game_Actor
 
  alias skill_can_use_equap_fix? skill_can_use?
  def skill_can_use?(skill_id)
    aps = $game_system.maxap(skill_id)
    return false if aps != 0 and self.ap(skill_id) < aps
    return skill_can_use_equap_fix?(skill_id)
  end
 
end


Quote from: blazinhandle on February 20, 2007, 05:42:13 PM
:lol: I didn't mean to bombarden you with questions and I'm sorry if i've confused you. I know you're mad busy and I appreciate all you've done so far all out of common courtesy. thanks, blizz.

Meh, no problem. IN YOUR FACE, SEPH! (lolz~)
Title: Re: Single Equipment AP system
Post by: blazinhandle on February 21, 2007, 06:21:49 AM
hmmm, no luck whatsoever and I'm sure i set everything. i emailed you the scripts. thanks, man.
Title: Re: Single Equipment AP system
Post by: Blizzard on February 21, 2007, 12:21:52 PM
Ok, I'll fix it ASAP. And yes, it might conflict with SRS. I need to update my older scripts to work with Tons of Add-ons. =/
Title: Re: Single Equipment AP system
Post by: radha2g on March 07, 2007, 01:30:10 PM
hey, good script man and thanks for not making it sdk dependent
when the bugs are fixed i might use it
Title: Re: Single Equipment AP system
Post by: Blizzard on March 07, 2007, 01:43:37 PM
I never make them SDK dependent. ;) I make them compatible, yes, but never denpendent. ;8
Title: Re: Single Equipment AP system
Post by: radha2g on March 07, 2007, 02:09:18 PM
Quote from: Blizzard on March 07, 2007, 01:43:37 PM
I never make them SDK dependent. ;) I make them compatible, yes, but never denpendent. ;8
;D jeje, that sounds perfect

by the way, i got a bug but i didnt say anything because i havent modified the EQUAP_ELEMENT thing completely but i believe that may have nothing to do with it
The thing is that if a char has an weapon or armor with temp skills by default (as initial equipment) the temp skills wont be added until i go to the equipment screen. Is this bug fixed with the EQUAP_ELEMENT... thing?
Title: Re: Single Equipment AP system
Post by: Blizzard on March 07, 2007, 05:17:57 PM
Yes, I know of this bug already. I still need to fix it. The problem is WHEN the method of adding skills is used. I'll fix it ASAP.