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arrenjevleth

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  1. arrenjevleth

    $D13x - Skill Levels

    As a heads-up, the name I referenced when putting that name in was, in fact, the exact wording of your name as far as this forum is concerned, thus I claim no responsibility for that error. :-P Fortunately for me, I have no intention on having the Reset EXP section be needed, so that part of the code is not one that I have had a personal need to test. :-P
  2. arrenjevleth

    $D13x - Skill Levels

    Yep, the formula is working exactly as I want it to, with no faults I can speak of at this time, even after amending the script with the code you've provided. It's aaaaaaaaaaaaaall good. :-D
  3. arrenjevleth

    $D13x - Skill Levels

    That bit of code did indeed work; you are still fully worthy of your CoA. :-)
  4. arrenjevleth

    $D13x - Skill Levels

    Actually, the dmg_take would still make some in-game sense, seeing it through the lens of since you're finding out how the effects feel, you may get a better idea on how to achieve that exact effect, or even figure out ways to amplify it. Hooray, purpose! \o/ Also, not sure if it was intentional or not, but I appreciate having the exp set chart I made up for myself included in the base script now. :-D Many thanks again for all of the assistance you have provided, to myself and to others! EDIT: Ok, now I'm getting an undefined method error whenever I use a skill. Here's the exact text of the error; The number "20.0" is the amount of damage that the skill would have dealt, and the line the error refers to say specifically "value.times do", and no more, the section for which is as follows;
  5. arrenjevleth

    $D13x - Skill Levels

    Ok, good news; I'm finally getting the exp set and growth type codes to work! Was still having trouble initially getting those to work, but when I started using separate lines for the exp and growth codes, it started working just fine. Bad news; the learning of a new skill part doesn't seem to want to work the way I was thinking. >_> I will use the following example to show what I mean; to learn Tornado, the character needs to have Wind at a skill level of 5 or greater. Both of these skills are marked as available at character level one. Now, I can level the Wind skill all the way up to 20, and I still won't learn Tornado... until my character reaches level 2, at which point the new skill is learned. Upon further testing, I noticed that, for the new skill to be learned, the requisite skill must reach its designated level AND require the character itself to level up once more to actually learn it, as opposed to learning it immediately after the requisite skill hits the correct level. And this is how it works regardless of whether I use the <skill req> or <eval req> codes. Now, if that's how this script is intended to work, then everything's fine and good and dandy and so forth, and I congratulate and thank you again for your assistance with this script. If you were intending the script to work in the same way I did, though, here's at least a report on what's happening instead. As a side note, I'm almost feeling like I'm becoming qualified to be a script tester by this point. :-P Proof that if I can get a script to work, anybody new to RMVXAce can! \o/ EDIT: As far as the damage -> exp calculation goes, can I assume there'd be a simple way that I could just edit the script to made the formula more feasible for lower-damage rates? The way I'm utilizing damage is on a lower number range, typically about ~20 damage per skill use at initial levels. This knowledge could also be used to scale it upward as well, in case someone doing 100*Skill Level damage per use is done as easily as blinking. Or, alternatively, maybe there's a way to use the script (or combination of scripts) as written now to be able to just plain assign one skill exp per damage inflicted? I get so many ideas at once sometimes. :-P
  6. arrenjevleth

    $D13x - Skill Levels

    Well, for what it's worth, I figured out why the skills I haven't been using have been levelling up; it wasn't using the exp set and growth type IDs that I was telling it to. It won't seem to go to any ID beside 0, no matter what or now I put the ID for it in. Here's how I have the notetag set up for each skill in the Class > Skill tab; <exp set: 3> <growth type: 3> <max level: 20> I've tried the following manners of typing it in as well; <exp set:3> <exp set:(3)> <exp set:[3]> <exp set: (3)> <exp set: [3]> And yet none of them seem to allow me to make the third exp set applicable to the skill. Here's how I've got the sets listed in the script; Note; the first four levels of each set were my way of trying to see if any of my attempts at fixing my issue were working or not, in case you were wondering. So, what am I doing wrong here? Also, for what it's worth, the ability to learn a skill once another skill reaches a certain level does seem to work, at least. :-D\ EDIT: Also, side question; for the growth tab, the option to gain exp for how much damage a skill causes; is that based on cumulative damage, or for each casting? i.e., can three uses of a level 1 skill that do 35, 30 and 40 damage still count as 100 damage for the purpose of giving exp, or would the minimum damage for each use of the skill have to be at least 100 to assign the appropriate exp?
  7. arrenjevleth

    $D13x - Skill Levels

    That's perfectly fine. I will again thank you for your assistance and support as I patiently await the update. *nods and bows graciously*
  8. arrenjevleth

    $D13x - Skill Levels

    Well, a few of the first battles I did were without the code you had provided, since at the time you hadn't replied to my post at the time, so really probably more about 15 battles were with the code. Which I don't think should've had anything to do with it, since this was the chain of events during my testing; Main character started with six skills (Wind, Fire, Ice, Thunder, Water, Stone) Levelled the Ice skill up to level 3 Input the code to have the main character learn Tornado when Wind reaches level 5 Did some more gameplay and got the Wind skill levelled up to 3 Started getting a little impatient with the skill progression, so I changed the requirement to Wind level 4 Eventually levelled the skill up to 4, and no Tornado I start fooling around with the requirements to setting the level requirement to different numbers, including level 2 Wind and level 4 Wind, levelling the skill up again for the latter requirement, and it still didn't work Figured it may have had something to do with the code you provided using brackets for the actor.id and parentheses for the skill.id , with admitted ignorance to how the coding for VX Ace works, so I alternated the brackets and parentheses for the two ids in each combination possible, still no effect Started levelling up Stone just for a change of pace, and after a while, Fire and Water levelled up out of nowhere to 2 each at the end of a later combat, with me having made no alterations to those skill throughout the entirety of my testings That should be as accurate a description as I can recall at this time. Hope that helps.
  9. arrenjevleth

    $D13x - Skill Levels

    The set I was using was only designed to give 1 exp per use and 1 exp per Skill Level*100 damage. No more, no less.
  10. arrenjevleth

    $D13x - Skill Levels

    Yeah, the amount of battles I had done by that point would've amounted to somewhere around 20+ I believe, when I had the skills set to level up upon obtaining 10 exp, which was the other weird thing. But, yes, I would like to hereby thank you for being awesome enough to add such a feature on, and declare that your awesome points have gone up by 10. :-)
  11. arrenjevleth

    $D13x - Skill Levels

    Well, I've had no luck with the code you've given me, though I have noticed a strange occurance; during one of the test battles I had done with an ongoing-use character I'm using these on, at the end of one of the combats two of three level 1 skills that I hadn't even used on that character once each levelled up by one out of nowhere after combat finished up, and the exp set I'm using doesn't give any exp on a combat-by-combat basis. o_o
  12. arrenjevleth

    $D13x - Skill Levels

    Doesn't seem to be working on my end, though that could be for any number of reasons; me not being able to put a notetag into a skill assigned to an actor as opposed to a class, the line of code you provided (based on the color-coordination shown) may have a character in the wrong place somewhere, or (if I were a betting man, this would be my bet) I'm messing something up on my end to not make the code take effect correctly.
  13. arrenjevleth

    $D13x - Skill Levels

    I consider there a fair chance that I may have just missed mention of it somewhere, but would there be a way presently using this script (and/or with your Statistic Control script) to implement a way to learn a new skill once a current skill reaches a certain level? i.e., character A learns Tornado at the same time that he acquires Wind Lvl 5? Thanks in advance.
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