Hey all. I've been looking around and I cannot find such a thing, yet.
Basically the function of the script is to mirror how the ability system works in FFIX.
I need something that forces 'support' abilities to be equipped in a 'support abilities' menu. These abilities, which are set as Skills in the database are passive skills that are ONLY ACTIVE if they ARE equipped. To equip a 'support ability', each one requires a unique amount of AP [ability points].
[indent]IE.
Antibody, makes a character immune to poison and venom. 2 AP to equip.[/indent]
If I had 1 AP left, I wouldn't be able to equip this unless I were to drop one other support ability to free up some AP.
Also the MAX AP a character has to play with when equipping such abilities should increase with their level. I haven't quite figured out how much +Max AP a character gets per level considering I haven't figured it out in FFIX yet either. Sometimes 1 per level, other times 2 or maybe 3. So I'd like that to be fully customizable as to when a character's Max AP increases.
I'm hoping the scripter can set this up in such a way that the AP costs of each ability could be easily set inside the database by using the 'notes' box and writing some sort of tag. For instance, in the Skills tab of the database I will create the skill "Antibody". I'll set all the parameters for it and then in the notes box the note tag could be like <AP #> # would be the amount of AP required to equip the ability. It doesn't have to be set up exactly like that but I just figured it would be easily customizable with such an addition.
Currently I'm using KGC_Equiplearnskill, which is how every single FFIX Ability is learned, KGC_PassiveSkill, which is for setting the +10% HP, MP, +20% HP, MP, etc support abilities, and also KGC_Hiddenskills, so that the support abilities do not appear in battle for use at all considering it's implied that they support abilities ARE active when equipped. I don't believe I will need a super custom menu for the Support abilities because I'm using KGC_CategorizeSkill, which I can easily set a category for "Support Abilities" and then set a note in each Skill in the database as <category Support> and would be viewable inside that menu screen.
As far as the other scripts that I'm using that might for some reason even affect this new script that hopefully some one makes are: KGC_CategorizeItem, Steal, AddEquipmentOptions,ExtendedEquipScene, Compose Item, HiddenSkill, ReproduceFunctions, PassiveSkill, Counter, MPCostAlter, SlipDamageExtension, and CategorizeSkill. Not to mention I'm going to be using GubiD's TBS [tactical battle system]. If it's not obvious enough yet, I'm creating a FFIX:Tactics game.
In a quick overview, the script is just a system of how to make skills equip-able by the limit of a characters Max AP. I need a script that sets an AP system into place and makes skills equip-able.Thank you to anyone who considers making this!