-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... (>.<)
-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.
-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
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~)