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[VX] Skill Script Simple Version 1.1

Started by Twb6543, July 26, 2011, 10:20:36 AM

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Twb6543

Skill Script Simple
Version: 1.1
Author: Twb6543
Date: 18-07-2011

Version History




  • Version 1.1 2011.07.18 - Bug Fixes
  • Version 1.0 2011.06.04 - Original Release

Planned Future Versions


  • Version 2.0 - Full Re-Release for Add-on functionality

Description



All Information can be found in the Documentation Script included.

This script is the simplified and WORKING version of my original Skill Script that can still be found on chaos-project.com. This is the 7th Generation of this script (Spanning across XP and VX), and may not include all the features the previous generations contained.

This script works as a core for creating skills that Level Up, currently the user has to create the skill in events as such (See demo), Add-ons that add more functions and actually allow for the skill in battle etc are in development.

Features


  • Easy Skill Creation
  • Add/Sub/Set/Check/Show xp/level/temporary level
  • Capped Xp and Level
  • 2 options - Auto set temp to level when level up, Cap temp to level

Instructions

See documentation section...
Use the same set up as the original skill script ...
$skillscript.skill('SKILL_HERE') // sometimes not required, check to see if the command contains skill as a variable...
$skillscript.command(variables)

Script



Currently their are three sections - 2 Code sections (1 Setup and 1 Coded Commands) - 1 Documentation section. sections with * are required (all except Documentation)
Download .txt files of each section here...
- *Set-up -
- *Body -
- Documentation -
[SPOILER= Documentation]
#===============================================================================
# SkillScript Simple
# Ver 1.1
# By Twb6543
#===============================================================================

#===============================================================================
# Introduction:
#
# This script is the simplified and WORKING version of my original Skill Script
# that can still be found on chaos-project.com.
# This is the 7th Generation of this script (Spanning across Xp and VX), and
# may not include all the features the previous generations contained.
#
#===============================================================================

#===============================================================================
# Instructions:
#
# - Installation -
# Install bellow Class Game and above the main and any plugins for this script
# Plugin and change the options in the Initialisation section.
#
# - Requirements -
#
# - Usage -
# The Script automatically creates a new global variable called $skillscript
# which can (/mostly will) be used to call any command or function of the
# script.
# Use $skillscript.* // With the * being the command to carry out that function
# of the script
#
#===============================================================================

#===============================================================================
# Command List:
#
# // * is representitive of $skillscript
# o *.skill(NAME) // USE '' surrounding the Name
#  - uses NAME to set the skill, use any _NAME_ listed in $Skill_Name except
#    from 'Empty'
#
# o *.levelup?(SKILL) // USE "" surrounding the Skill
#   // This command is not normally used
#  - check if xp is higher than the required xp to level up in the skill SKILL,
#    use any Skill listed in $Skill_Name except from "Empty"
#
# o *.xpfromlevel(SKILL) // USE "" surrounding the Skill
#   // This command is not normally used
#  - sets the xp to the xp required to reach a level in the skill SKILL.
#
# o *.levelfromxp(SKILL,reset) // USE "" surrounding the Skill
#   // This command is not normally used
#  - sets the level according to the xp in the skill SKILL.
#  - if reset != 0 then resettemp will be called
#
# o *.tempcheck(SKILL) // USE "" surrounding the Skill
#  - checks if the temporary level of skill SKILL is smaller than or larger
#    than the limmits
#
# o *.resettemp(SKILL) // USE "" surrounding the Skill
#  - resets temporary level of skill SKILL to the level of skill SKILL
#
# o *.addxp(num) // USE a Number
#  - adds xp to the skill set by the command *.skill
#
# o *.addlvl(num) // USE a Number
#  - add levels to the skill set by the command *.skill
#
# o *.addtemp(num) // USE a Number
#  - adds temp lvls to the skill set by the command *.skill
#
# o *.subxp(num) // USE a Number
#  - subtracts xp from the skill set by the command *.skill
#
# o *.sublvl(num) // USE a Number
#  - subtracts levels from the skill set by the command *.skill
#
# o *.subtemp(num) // USE a Number
#  - subtracts temp lvls from the skill set by the command *.skill

# o *.setxp(num) // USE a Number
#  - Sets the xp to num in the skill set by the command *.skill
#
# o *.setlvl(num) // USE a Number
#  - Sets the level to num in the skill set by the command *.skill
#
# o *.settemp(num) // USE a Number
#  - Sets the temp lvl to num in the skill set by the command *.skill
#
#o *.checkxp(skill,num,a) // USE a Number for num and skill ""
#  - Sets $Skill_Check_results to true if skill's xp is >= num, if a is ! 0 then
#    returns true or false instead. Can leave a out...
#
# o *.checklvl(skill,num,a) // USE a Number for num and skill ""
#  - Sets $Skill_Check_results to true if skill's lvl is >= num, if a is ! 0
#    then returns true or false instead. Can leave a out...
#
# o *.checktemp(skill,num,a) // USE a Number for num and skill ""
#  - Sets $Skill_Check_results to true if skill's temp level is >= num, if a is
#    ! 0 then returns true or false instead. Can leave a out...
#
# o *.show(which,varid1,varid2,varid3)
#  - if which is 1 then sets game_variables[varid1] to xp of $Skill
#  - if which is 2 then sets game_variables[varid1] to lvl of $Skill
#  - if which is 3 then sets game_variables[varid1] to temp of $Skill
#  - if which is 4 then sets game_variables[varid1] to xp of $Skill and sets
#    game_variables[varid2] to lvl of $Skill
#  - if which is 5 then sets game_variables[varid1] to xp of $Skill and sets
#    game_variables[varid2] to temp of $Skill
#  - if which is 6 then sets game_variables[varid1] to lvl of $Skill and sets
#    game_variables[varid2] to temp of $Skill
#  - if which is 7 then sets game_variables[varid1] to xp of $Skill and sets
#    game_variables[varid2] to lvl of $Skill and sets game_variables[varid3]
#    to temp of $Skill
#
#===============================================================================

#===============================================================================
# Compatibility Problems:
#
# Version 1.0
# - None Known
#
#===============================================================================

#===============================================================================
# Version History and Change Log:
#
#  - Version 1.1 - Bug Fixes
#  - Version 1.0 - Initial Release
#
#===============================================================================

#===============================================================================
# Contact Information and Author Notes:
#
# - Contact Information -
# http://forum.chaos-project.com
# Twb6543
#
# Thread:
# http://forum.chaos-project.com/index.php/topic,9841
# http://http://rmrk.net/index.php/topic,43328
#
# - Author Notes -
# None Really
#===============================================================================
[/SPOILER]
[SPOILER= *Initialization and Setup]
#===============================================================================
# Aliasing
#===============================================================================
# Alias the neccessary methods to change SkillScript_Simple to $skillscript
# // Is currently here do to strange errors if I place it anywhere else
# (might not happen to other users)...
#===============================================================================
class Scene_Title < Scene_Base
 
 alias :old_skillscript_create_game_objects :create_game_objects
 def create_game_objects
   old_skillscript_create_game_objects
   $skillscript = SkillScript_Simple.new
 end
 
end

class Scene_File < Scene_Base
 
 alias :old_skillscript_write_save_data :write_save_data
 def write_save_data(file)
   old_skillscript_write_save_data(file)
   Marshal.dump($skillscript, file)
 end
 
 alias :old_skillscript_read_save_data :read_save_data
 def read_save_data(file)
   $skillscript = Marshal.load(file)
   old_skillscript_read_save_data(file)
 end
 
end

#===============================================================================
# Class SkillScript_Simple Base Ver 1.1
# by Twb6543
#===============================================================================
# Adds a base to allow users to create skills
# use $skillscript.command to use a command ...
# All variables are preset (e.g. *.skill(NAME="Empty"))
# Change options on lines:
# 52, 57, ...
#===============================================================================
class SkillScript_Simple
 
 attr_accessor :_SkillScript_Option_Temporary_Cap
 
 def initialize
   
   # Whether the script should cap the temporary level to the level of the
   # skill relating to it...
   @@_SkillScript_Option_Temporary_Cap = false
   
   # Whether if a skill levels up should the temporary level be set to
   # the level of the $Skill
   # 0 = False/no - Anything else = yes
   @@_RESETTEMPAUTO_ = 1
   
   # $Skill = _NAME_
   $Skill = 'Skill_A' # Change this to whatever name you wish
   
   # Do not change
   $Skill_Check_result = false
   
   # The skill name that will be used to call up data
   # Skill => _NAME_
   $Skill_Name = {
   "Skill_A" => 'Skill_A',
   "Skill_B" => 'Skill_B',
   "Skill_C" => 'Skill_C',
   "Skill_D" => 'Skill_D',
   "Skill_E" => 'Skill_E',
   "Skill_F" => 'Skill_F',
   "Skill_G" => 'Skill_G',
   "Skill_H" => 'Skill_H',
   "Skill_I" => 'Skill_I',
   "Skill_J" => 'Skill_J',
   "Skill_K" => 'Skill_K',
   "Skill_L" => 'Skill_L',
   "Skill_M" => 'Skill_M',
   "Skill_N" => 'Skill_N',
   "Skill_O" => 'Skill_O',
   "Skill_P" => 'Skill_P',
   "Skill_Q" => 'Skill_Q',
   "Skill_R" => 'Skill_R',
   "Skill_S" => 'Skill_S',
   "Skill_T" => 'Skill_T',
   "Skill_U" => 'Skill_U',
   "Skill_V" => 'Skill_V',
   "Skill_W" => 'Skill_W',
   "Skill_X" => 'Skill_X',
   "Skill_Y" => 'Skill_Y',
   "Skill_Z" => 'Skill_Z',
   "Skill_Empty" => 'Skill_Empty' # Do Not Change
   }
   
   # The starting level of the skill
   # Skill => _LEVEL_
   $Skill_Level = {
   "Skill_A" => 1,
   "Skill_B" => 1,
   "Skill_C" => 1,
   "Skill_D" => 1,
   "Skill_E" => 1,
   "Skill_F" => 1,
   "Skill_G" => 1,
   "Skill_H" => 1,
   "Skill_I" => 1,
   "Skill_J" => 1,
   "Skill_K" => 1,
   "Skill_L" => 1,
   "Skill_M" => 1,
   "Skill_N" => 1,
   "Skill_O" => 1,
   "Skill_P" => 1,
   "Skill_Q" => 1,
   "Skill_R" => 1,
   "Skill_S" => 1,
   "Skill_T" => 1,
   "Skill_U" => 1,
   "Skill_V" => 1,
   "Skill_W" => 1,
   "Skill_X" => 1,
   "Skill_Y" => 1,
   "Skill_Z" => 1,
   "Skill_Empty" => 1 # Do not change
   }
   
   # The starting xp of the skill
   # Must be equal or in the xp boundary for the level
   # set above // Look at the table below
   # Skill => _XP_
   $Skill_Xp = {
   "Skill_A" => 1,
   "Skill_B" => 1,
   "Skill_C" => 1,
   "Skill_D" => 1,
   "Skill_E" => 1,
   "Skill_F" => 1,
   "Skill_G" => 1,
   "Skill_H" => 1,
   "Skill_I" => 1,
   "Skill_J" => 1,
   "Skill_K" => 1,
   "Skill_L" => 1,
   "Skill_M" => 1,
   "Skill_N" => 1,
   "Skill_O" => 1,
   "Skill_P" => 1,
   "Skill_Q" => 1,
   "Skill_R" => 1,
   "Skill_S" => 1,
   "Skill_T" => 1,
   "Skill_U" => 1,
   "Skill_V" => 1,
   "Skill_W" => 1,
   "Skill_X" => 1,
   "Skill_Y" => 1,
   "Skill_Z" => 1,
   "Skill_Empty" => 1 # Do not change
   }
   
   # The starting temporary level of the skill,
   # Can be between or equal to 0 and the starting level of the
   # skill
   # Skill => _TEMP_
   $Skill_Temp = {
   "Skill_A" => 1,
   "Skill_B" => 1,
   "Skill_C" => 1,
   "Skill_D" => 1,
   "Skill_E" => 1,
   "Skill_F" => 1,
   "Skill_G" => 1,
   "Skill_H" => 1,
   "Skill_I" => 1,
   "Skill_J" => 1,
   "Skill_K" => 1,
   "Skill_L" => 1,
   "Skill_M" => 1,
   "Skill_N" => 1,
   "Skill_O" => 1,
   "Skill_P" => 1,
   "Skill_Q" => 1,
   "Skill_R" => 1,
   "Skill_S" => 1,
   "Skill_T" => 1,
   "Skill_U" => 1,
   "Skill_V" => 1,
   "Skill_W" => 1,
   "Skill_X" => 1,
   "Skill_Y" => 1,
   "Skill_Z" => 1,
   "Skill_Empty" => 1 # Do not change
   }
   
   # The Maximum level in a skill that can be reached must be
   # bellow or equal to the highest level set in the Really
   # Long List of Hashes Containing the Xp required for Each Levels
   # Skill => _MAXLEVEL_
   $Skill_Max_Level = {
   "Skill_A" => 100,
   "Skill_B" => 100,
   "Skill_C" => 100,
   "Skill_D" => 100,
   "Skill_E" => 100,
   "Skill_F" => 100,
   "Skill_G" => 100,
   "Skill_H" => 100,
   "Skill_I" => 100,
   "Skill_J" => 100,
   "Skill_K" => 100,
   "Skill_L" => 100,
   "Skill_M" => 100,
   "Skill_N" => 100,
   "Skill_O" => 100,
   "Skill_P" => 100,
   "Skill_Q" => 100,
   "Skill_R" => 100,
   "Skill_S" => 100,
   "Skill_T" => 100,
   "Skill_U" => 100,
   "Skill_V" => 100,
   "Skill_W" => 100,
   "Skill_X" => 100,
   "Skill_Y" => 100,
   "Skill_Z" => 100,
   "Skill_Empty" => 1 # Do not change
   }
   
   # The Maximum xp in a skill that can be reached, must be higher
   # than 1
   # Skill => _MAXXP_
   $Skill_Max_Xp = {
   "Skill_A" => 2000000000,
   "Skill_B" => 2000000000,
   "Skill_C" => 2000000000,
   "Skill_D" => 2000000000,
   "Skill_E" => 2000000000,
   "Skill_F" => 2000000000,
   "Skill_G" => 2000000000,
   "Skill_H" => 2000000000,
   "Skill_I" => 2000000000,
   "Skill_J" => 2000000000,
   "Skill_K" => 2000000000,
   "Skill_L" => 2000000000,
   "Skill_M" => 2000000000,
   "Skill_N" => 2000000000,
   "Skill_O" => 2000000000,
   "Skill_P" => 2000000000,
   "Skill_Q" => 2000000000,
   "Skill_R" => 2000000000,
   "Skill_S" => 2000000000,
   "Skill_T" => 2000000000,
   "Skill_U" => 2000000000,
   "Skill_V" => 2000000000,
   "Skill_W" => 2000000000,
   "Skill_X" => 2000000000,
   "Skill_Y" => 2000000000,
   "Skill_Z" => 2000000000,
   "Skill_Empty" => 1 # Do not change
   }
   
   # Default Skill Table
   # Level => _XP_
   $Skill_Xp_Table = {
     1  =>     0, 31 =>  14833, 61 =>  302288, 91  =>   5902831,
     2  =>    83, 32 =>  16456, 62 =>  333804, 92  =>   6517253,
     3  =>   174, 33 =>  18247, 63 =>  368599, 93  =>   7195629,
     4  =>   276, 34 =>  20224, 64 =>  407015, 94  =>   7944614,
     5  =>   388, 35 =>  22406, 65 =>  449428, 95  =>   8771558,
     6  =>   512, 36 =>  24815, 66 =>  496254, 96  =>   9684577,
     7  =>   650, 37 =>  27473, 67 =>  547953, 97  =>  10692629,
     8  =>   801, 38 =>  30408, 68 =>  605032, 98  =>  11805606,
     9  =>   969, 39 =>  33648, 69 =>  668051, 99  =>  13034431,
     10 =>  1154, 40 =>  37224, 70 =>  737627, 100 =>  14391160,
     11 =>  1358, 41 =>  41171, 71 =>  814445, 101 =>  15889109,
     12 =>  1584, 42 =>  45529, 72 =>  899257, 102 =>  17542976,
     13 =>  1833, 43 =>  50339, 73 =>  992895, 103 =>  19368992,
     14 =>  2107, 44 =>  55649, 74 => 1096278, 104 =>  23611006,
     15 =>  2411, 45 =>  61512, 75 => 1210421, 105 =>  23611006,
     16 =>  2746, 46 =>  67983, 76 => 1336443, 106 =>  26068632,
     17 =>  3115, 47 =>  75127, 77 => 1475581, 107 =>  28782069,
     18 =>  3523, 48 =>  83014, 78 => 1629200, 108 =>  31777943,
     19 =>  3973, 49 =>  91721, 79 => 1798808, 109 =>  35085654,
     20 =>  4470, 50 => 101333, 80 => 1986068, 110 =>  38737661,
     21 =>  5018, 51 => 111945, 81 => 2192818, 111 =>  42769801,
     22 =>  5624, 52 => 123660, 82 => 2421087, 112 =>  47221641,
     23 =>  6291, 53 => 136594, 83 => 2673114, 113 =>  52136869,
     24 =>  7028, 54 => 150872, 84 => 2951373, 114 =>  57563718,
     25 =>  7842, 55 => 166636, 85 => 3258594, 115 =>  63555443,
     26 =>  8740, 56 => 184040, 86 => 3597792, 116 =>  70170840,
     27 =>  9730, 57 => 203254, 87 => 3972294, 117 =>  77474828,
     28 => 10824, 58 => 224466, 88 => 4385776, 118 =>  85539082,
     29 => 12031, 59 => 247886, 89 => 4842295, 119 =>  94442737,
     30 => 13363, 60 => 273742, 90 => 5346332, 120 => 104273167, }
   
 end
 
end
[/SPOILER]
[SPOILER= *Main Body (Coded Commands)]
#===============================================================================
# Main - SkillScript_Simple Ver 1.1
#===============================================================================
class SkillScript_Simple
 
 def skill(skill="Empty")
   
   if $Skill_Name.has_value?(skill) == true
     
     $Skill = $Skill_Name.index(skill)
     
   else

     $Skill = $Skill_Name["Empty"]
     
   end
   
 end
 
 def levelup?(skill="Empty")
   
   if $Skill_Name.has_key?(skill) == true and skill != "Empty"
     
     if $Skill_Xp[skill] > $Skill_Max_Xp[skill]
       
       $Skill_Xp[skill] = $Skill_Max_Xp[skill]
       levelfromxp(skill,@@_RESETTEMPAUTO_)
       
     end
     
     if $Skill_Xp[skill] < 0
       
       $Skill_Xp[skill] = 0
       levelfromxp(skill,@@_RESETTEMPAUTO_)
     
     end
   
     if $Skill_Xp[skill] >= $Skill_Xp_Table[$Skill_Level[skill]+1]
     
       levelfromxp(skill,@@_RESETTEMPAUTO_)
     
     end
     
   end
   
 end
 
 def xpfromlevel(skill="Empty")
   
   if skill != "Empty" and $Skill_Name.has_key?(skill) == true
     $Skill_Xp[skill] = $Skill_Xp_Table[$Skill_Level[skill]]
   end
   
 end
 
 def levelfromxp(skill="Empty",reset=0)
   
   if skill != "Empty" and $Skill_Name.has_key?(skill) == true
     $Skill_Xp_Table.each_key do |i|
       if $Skill_Xp[skill] >= $Skill_Xp_Table[i]
         $Skill_Level[skill] = i
       end
     end
     
     if reset != 0
       
       resettemp(skill)
       
     end
   end
   
 end
 
 def tempcheck(skill="Empty")
   
   if $Skill != "Empty" and $Skill_Name.has_key?(skill) == true
     
     if $Skill_Temp[skill] < 0
       
       $Skill_Temp[skill] = 0
       
     end
     
     if @@_SkillScript_Option_Temporary_Cap == true and $Skill_Temp[skill] > $Skill_Level[skill]
       
       $Skill_Temp[skill] = $Skill_Level[skill]
       
     end
     
   end
   
 end
 
 def resettemp(skill="Empty")
   
   if $Skill != "Empty" and $Skill_Name.has_key?(skill) == true
     
     $Skill_Temp[skill] = $Skill_Level[skill]
     
   end
   
 end
 
 def addxp(num=0)
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Xp[$Skill] += num
   levelup?($Skill)
   
 end
 
 def addlvl(num=0)
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Level[$Skill] += num
   xpfromlevel($Skill)
   
 end
 
 def addtemp(num=0)
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Temp[$Skill] += num
   tempcheck($Skill)
   
 end
 
 def subxp(num=0)
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Xp[$Skill] -= num
   levelup?($Skill)
   
 end
 
 def sublvl(num=0)
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Level[$Skill] -= num
   xpfromlevel($Skill)
   
 end
 
 def subtemp(num=0)
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Temp[$Skill] -= num
   tempcheck($Skill)
   
 end
 
 def setxp(num=$Skill_Xp[$Skill])
   
   if $Skill == "Empty"
     
     num = 1
     
   end
   
   $Skill_Xp[$Skill] = num
   levelup?($Skill)
   
 end
 
 def setlvl(num=$Skill_Level[$Skill])
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Level[$Skill] = num
   xpfromlevel($Skill)
   
 end
 
 def settemp(num=$Skill_Temp[$Skill])
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Temp[$Skill] = num
   tempcheck($Skill)
   
 end
 
 def checkxp(skill="Empty",num=0,a=0)
   
   if skill != "Empty" and $Skill_Name.has_value?(skill) == true
     
     $Temp_Skill = $Skill_Name.index(skill)
     
     if $Skill_Xp[$Temp_Skill] >= num
       
       if a != 0
         
         return true
         
       else
         
         $Skill_Check_result = true
         
       end
       
     else
       
       if a != 0
         
         return false
         
       else
         
         $Skill_Check_result = false
         
       end
       
     end
     
   end
   
 end
 
 def checklvl(skill="Empty",num=0,a=0)
   
   if skill != "Empty" and $Skill_Name.has_value?(skill) == true
     
     $Temp_Skill = $Skill_Name.index(skill)
     
     if $Skill_Level[$Temp_Skill] >= num
       
       if a != 0
         
         return true
         
       else
         
         $Skill_Check_result = true
         
       end
       
     else
       
       if a != 0
         
         return false
         
       else
         
         $Skill_Check_result = false
         
       end
       
     end
     
   end
   
 end
 
 def checktemp(skill="Empty",num=0,a=0)
   
   if skill != "Empty" and $Skill_Name.has_value?(skill) == true
     
     $Temp_Skill = $Skill_Name.index(skill)
     
     if $Skill_Temp[$Temp_Skill] >= num
       
       if a != 0
         
         return true
         
       else
         
         $Skill_Check_result = true
         
       end
       
     else
       
       if a != 0
         
         return false
         
       else
         
         $Skill_Check_result = false
         
       end
       
     end
     
   end
   
 end
 
 def show(which=0,varid1=0,varid2=0,varid3=0)
   
   if $Skill != "Empty"
     
     if which == 1 or which == "Xp"
       
       $game_variables[varid1] = $Skill_Xp[$Skill]
       
     elsif which == 2 or which == "Level"
       
       $game_variables[varid1] = $Skill_Level[$Skill]
       
     elsif which == 3 or which == "Temp"
       
       $game_variables[varid1] = $Skill_Temp[$Skill]
       
     elsif which == 4 or which == "Xp and Level"
       
       $game_variables[varid1] = $Skill_Xp[$Skill]
       $game_variables[varid2] = $Skill_Level[$Skill]
       
     elsif which == 5 or which == "Xp and Temp"
       
       $game_variables[varid1] = $Skill_Xp[$Skill]
       $game_variables[varid2] = $Skill_Temp[$Skill]
       
     elsif which == 6 or which == "Level and Temp"
       
       $game_variables[varid1] = $Skill_Level[$Skill]
       $game_variables[varid2] = $Skill_Temp[$Skill]
       
     elsif which == 7 or which == "Xp and Level and Temp"
       
       $game_variables[varid1] = $Skill_Xp[$Skill]
       $game_variables[varid2] = $Skill_Level[$Skill]
       $game_variables[varid3] = $Skill_Temp[$Skill]
       
     end
     
   end
   
 end
 
end
[/SPOILER]

Credit




  • Twb6543

Thanks


  • Enterbrain for Rmvx
  • Blizzard for Chaos-Project.com - Original Topic
  • MMORPGs for the Idea

Support



For a swift response contact me on Chaos-Project.com
Twb6543
Topic

Known Compatibility Issues

Version 1.0 and 1.1 - None Known

Demo



V0.8 for Script Version 1.1
DEMO 0.8
Mirror

Author's Notes



Also Sorry If this was posted in the wrong place. (First actual Topic here)

Currently this is just a core script it does not actual do anything in the game unless you make it, add-ons/reliant scripts are planned and in development.

Restrictions

QuoteCreative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
( http://creativecommons.org/licenses/by-nc-sa/3.0/ )

You are free:

to Share - to copy, distribute and transmit the work
to Remix - to adapt the work

Under the following conditions:

Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

Noncommercial. You may not use this work for commercial purposes.

Share alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.

- For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.

- Any of the above conditions can be waived if you get permission from the copyright holder.

- Nothing in this license impairs or restricts the authors moral rights.

modern algebra

Sounds interesting - I'm excited to see what you will make with it.

Twb6543

Thanks.

Currently in development are 2 add-ons:

- one that may be integrated into the main script at a later date
- one that will be almost an example of how you could use the script (Which will probably be made into a proper add-on at a later date)

Just to give something to talk about I'm posting a Teaser Image that should give you a fairly good idea what the add-ons are. Note nothing you see in the image is definite I still hold the right to change what the final add-ons will do and how they manifest into the game.
[spoiler][/spoiler]