Saranel 0 Posted June 19, 2014 So I'm hoping someone could help me or inform me of a certain type of skill upgrade script. I tried out Kread-EX's and a few others but they're not exactly what I'm looking for (not to be rude of course). Basically what I'm looking for is this: Let's say I have a healing spell called "Heal". I would like to be able to choose my upgrade out of a list of several different upgrades. We'll say I can upgrade how much it heals for. Or I can upgrade it's cost, and by that I mean lower it, so it's cheaper to cast. Another option would be I could choose to add a state when it's cast, Health regeneration for example or maybe a defense-up buff. Or I can just power up the skill itself and increase something like it's critical strike chance so it's more likely to get a critical hit after choosing this option. Rather than the upgrades consisting of just adding "x" damage and costing more to cast. Each time I upgrade something, it adds a level to the skill and of course costs me some sort of currency. I hope that all made sense! If anything is unclear I would be more than happy to explain myself in a clearer fashion. If anyone knows of any script like this or has one, I would appreciate the feedback! Share this post Link to post Share on other sites
Ventwig 26 Posted June 19, 2014 I'm thinking you could event this. The event will give you options and then you forget the old skill and then learn a new one with the upgraded effects. However, you would have to make a new skill for each effect. (Regular Heal, Heal with heal upgrade, Heal with lower cost, etc) Share this post Link to post Share on other sites
Saranel 0 Posted June 20, 2014 You think I could do it with just the base VX Ace software? What I mean is would I need another script or anything to have that event pop up after battle when a character learns said Heal skill. I only ask because I'm not sure how I would have that event go off unless it was taken to a trainer event. Then again I think a trainer event that a player has to go to, might be just fine. I'll try it out and thanks for the feedback good sir, appreciate it! Share this post Link to post Share on other sites
Kayzee 4,033 Posted June 20, 2014 (edited) You might like this script. I myself made some heavy modifications to it to let it attach skills to other skills in addition to items, and I made some a script to give you the ability to make copies of skills with diffrent sets of attached skills, but I am not sure if it's really something worthy of public release. Edited June 20, 2014 by KilloZapit Share this post Link to post Share on other sites
Saranel 0 Posted June 20, 2014 (edited) You might like this script. I myself made some heavy modifications to it to let it attach skills to other skills in addition to items, and I made some a script to give you the ability to make copies of skills with diffrent sets of attached skills, but I am not sure if it's really something worthy of public release. I checked it out, it looks sweet but I have a couple of problems with it. First is that I was hoping I could use some sort of currency (JP or SP for example) to buy skill upgrades with in the menu. I suppose what I could do is just make the grathnodes only be purchasable from a skill shop and just have that shop use that special currency. Then the player can just attach nodes, then remove old ones when they can afford a better version. Not sure if that would work though using Yanfly's JP manager. I suppose I'll have to ask there on his site. The second dilemma would be that it looks like you can't make the grathnodes only assignable to a specific named skill. It looks like you can make them only work for certain skill types and actors but not a set skill. For example, my character has a "Fire spell", it deals damage to a single enemy. I would assume I'd use the "for_opponent?" scope and therefore that skill could get all grathnodes that have that same scope. Which means any other skill that has the same scope could use the same grathnodes rather than there being nodes specifically just for "Fire" and "Fire" only. I'm hoping for a way that each skill has it's own upgrades only available to that skill. I hope that made some sort of sense, it is an interesting script for sure though, thanks for the reply! Edited June 20, 2014 by Saranel Share this post Link to post Share on other sites
Kayzee 4,033 Posted June 20, 2014 (edited) Hehe... I fixed both of those problems actualy... Maybe I should make a skill system demo to show it off like I did my random dungeon modification... I am not sure it's good enough for most people to be able to use it easily. I think I will try to make a widdle demo anyway, because I am quite proud of it and I am not sure if I will ever compleate a game. Edited June 20, 2014 by KilloZapit Share this post Link to post Share on other sites
Saranel 0 Posted June 20, 2014 (edited) Hehe... I fixed both of those problems actualy... Maybe I should make a skill system demo to show it off like I did my random dungeon modification... I am not sure it's good enough for most people to be able to use it easily. I think I will try to make a widdle demo anyway, because I am quite proud of it and I am not sure if I will ever compleate a game. If you've somehow managed to fix those two issues, then I would be quite interested in seeing a demo, if it wouldn't be too much trouble of course! The skill system would be pretty much what I've been looking for if that's the case. Also I guess it isn't the biggest thing, but I was also wondering if that modded version you got allowed for unique grathnodes. Like setting it so skills can only have 1 unique type grathnodes and being able to choose which grathnodes are unique. Sorry if I seem like the needy or demanding, I don't mean to be. Again though, thanks for the feedback! Edited June 20, 2014 by Saranel Share this post Link to post Share on other sites
Kayzee 4,033 Posted June 20, 2014 Pew, I uploaded what I have done here. I kinda think I have it set up so all grathnode skills are unique (I started calling them metaskills). There are some examples in the demo, I have the player have a lot of example skills but it's set up to use the ace skill learning menu and stuff... I just hope my menus arn't too confusing! Share this post Link to post Share on other sites
Saranel 0 Posted June 20, 2014 Pew, I uploaded what I have done here. I kinda think I have it set up so all grathnode skills are unique (I started calling them metaskills). There are some examples in the demo, I have the player have a lot of example skills but it's set up to use the ace skill learning menu and stuff... I just hope my menus arn't too confusing! Alright so I tried out your demo and it looks pretty sweet so far! I did notice though that I could keep assigning the same skill upgrade to numerous skills, (Mana boost could be used on every instance of heal I had). I suppose that was because Mana boost was a skill the character knew and not an item? I imagine with your script making those nodes would still be possible, if so then it's definitely something I'd be interested in using! Share this post Link to post Share on other sites
Kayzee 4,033 Posted June 20, 2014 (edited) Yeah, Mana Boost and all the other upgrades in that demo are skills. Once you learn them you can sdd it to as many skills as you like. You can still make items if you want though. Take a look at the bottom of the skill list in the database editor if you want to see them. :3 Edited June 20, 2014 by KilloZapit Share this post Link to post Share on other sites
Saranel 0 Posted June 21, 2014 Yeah, Mana Boost and all the other upgrades in that demo are skills. Once you learn them you can sdd it to as many skills as you like. You can still make items if you want though. Take a look at the bottom of the skill list in the database editor if you want to see them. :3 Awesome! So silly question, to use your script should I just copy/paste the scripts you've got in the demo to my own project or should I get it elsewhere? I'm still pretty new to this so sorry if I sound a tad noobish xD Share this post Link to post Share on other sites
Kayzee 4,033 Posted June 22, 2014 Well you could try copy and pasteing all my scripts... it's probobly not the easist thing to do with that many scripts. Just remember order is sorta important! Share this post Link to post Share on other sites
Saranel 0 Posted June 22, 2014 Well you could try copy and pasteing all my scripts... it's probobly not the easist thing to do with that many scripts. Just remember order is sorta important! So I did end up copy and pasting all your scripts on to my own project xD After a while of rearranging stuff I finally was able to get it running with no errors! It looks good and I'm getting used to the menus but I came across a problem. I tried making skill nodes just like how I would make them for the Grathnode script (using <grathnode>, and other tags in the item's notebox in the database) but whenever I make a node to improve the skill's damage it doesn't actually improve it. So I figured I'd try looking up the problem, apparently it deals with line def apply_item_effects(target,item) Any other script that has that line conflicts with the base grathnode script. After looking through all my scripts only the base one, your grathnode tweaks and ACE battle engine (which is compatible with it) have the line. So that's why I'm here mentioning it to you and not them. I'm wondering if you it's a bug or if I'm supposed to be doing something different than the normal means of making a grathnode. Pretty excited to get this thing working just right! Share this post Link to post Share on other sites
Kayzee 4,033 Posted June 22, 2014 Well you could try copy and pasteing all my scripts... it's probobly not the easist thing to do with that many scripts. Just remember order is sorta important! So I did end up copy and pasting all your scripts on to my own project xD After a while of rearranging stuff I finally was able to get it running with no errors! It looks good and I'm getting used to the menus but I came across a problem. I tried making skill nodes just like how I would make them for the Grathnode script (using <grathnode>, and other tags in the item's notebox in the database) but whenever I make a node to improve the skill's damage it doesn't actually improve it. So I figured I'd try looking up the problem, apparently it deals with line def apply_item_effects(target,item) Any other script that has that line conflicts with the base grathnode script. After looking through all my scripts only the base one, your grathnode tweaks and ACE battle engine (which is compatible with it) have the line. So that's why I'm here mentioning it to you and not them. I'm wondering if you it's a bug or if I'm supposed to be doing something different than the normal means of making a grathnode. Pretty excited to get this thing working just right! How are you tring to make graphnodes improve damange? You should put my scripts after all the ones that overwrite apply_item_effects. That's why I siad order is important! I have my code in a spical order and probobly overwrite that a few times too. I also have some code with someone elses script to make graphnodes be able to change the base skill's tageting and damange somewhat... I didn't include it because I was using yet another script by someone else though. Share this post Link to post Share on other sites
Saranel 0 Posted June 23, 2014 Well you could try copy and pasteing all my scripts... it's probobly not the easist thing to do with that many scripts. Just remember order is sorta important! So I did end up copy and pasting all your scripts on to my own project xD After a while of rearranging stuff I finally was able to get it running with no errors! It looks good and I'm getting used to the menus but I came across a problem. I tried making skill nodes just like how I would make them for the Grathnode script (using <grathnode>, and other tags in the item's notebox in the database) but whenever I make a node to improve the skill's damage it doesn't actually improve it. So I figured I'd try looking up the problem, apparently it deals with line def apply_item_effects(target,item) Any other script that has that line conflicts with the base grathnode script. After looking through all my scripts only the base one, your grathnode tweaks and ACE battle engine (which is compatible with it) have the line. So that's why I'm here mentioning it to you and not them. I'm wondering if you it's a bug or if I'm supposed to be doing something different than the normal means of making a grathnode. Pretty excited to get this thing working just right! How are you tring to make graphnodes improve damange? You should put my scripts after all the ones that overwrite apply_item_effects. That's why I siad order is important! I have my code in a spical order and probobly overwrite that a few times too. I also have some code with someone elses script to make graphnodes be able to change the base skill's tageting and damange somewhat... I didn't include it because I was using yet another script by someone else though. I have the exact same order you have them in for your demo. I've got the Ace Core battle engine then all your stuff underneath it just like how you set it up. Also as far as I know I'm following the steps outlined in Kread's Grathnode install script to make nodes. I've got it identical to his. Here's a screenshot. http://i.imgur.com/JCH7heg.png?1 Share this post Link to post Share on other sites
Kayzee 4,033 Posted June 23, 2014 I think I have the ace stuff above my scripts. Try doing it that way? Share this post Link to post Share on other sites
Saranel 0 Posted June 24, 2014 My bad I should have also posted a screenshot of my script order too. This is the same setup you got right? Except for obviously I have a bunch of other scripts in between. Here it is. http://i.imgur.com/wHhjg8u.png?1 Share this post Link to post Share on other sites
Kayzee 4,033 Posted June 24, 2014 (edited) Does the crit dmg or passive skills script use apply_item_effects? Btw, do the addon skill effects work at all or is it just a problem with damange? It may be the crit dmg's fault if i's just the damage. Try putt it and the passive skills before my scripts. I doubt it's gonna be anyh of the other scripts. Also, does changeing the scopt to one enemy for your damage test thing effect it at all? I am pretty sure it shouldn't though. Edited June 24, 2014 by KilloZapit Share this post Link to post Share on other sites
Saranel 0 Posted June 24, 2014 (edited) Neither the Crit dmg or passive skills scripts use apply_item_effects, tried searching for the whole line then just for apply effects. Based on Kread's screenshots for his grathnode thing, the damage should be a separate number, like the initial skill hit then the node's damage. It just shows up as 1 number, unaffected by the node at all. I was hitting for 500 damage about with/without a node that boosted damage by a ton. It still persists even after moving both those addons above your scripts. Just tried setting the item's scope to one enemy, still doesn't improve the damage. :/ I just tried out a node that healed for an extra amount and it worked just fine. After that I tried just plain removing the Crit and Passive scripts, the damage still would not show up. So I decided I'd try testing the damage nodes in your demo. I made an item damage node like I linked earlier to a physical skill "Tackle". Tackle's damage did not go up with the damage node, but it did restore my mp and hp because I had healing and mana boost on it. I mean no offense by this of course, but either a bug in your I'm guessing "grathnode tweaks" or I'm doing this completely wrong over and over again. I wouldn't be surprised if I had missed something, but I figured I might as well mention it in case you wanted to look over your tweaks or something. Edited June 24, 2014 by Saranel Share this post Link to post Share on other sites
Kayzee 4,033 Posted June 24, 2014 (edited) It could also be because there are errors in your damage formulas, but if your just using simple numbers I don't see how there would be an error. Also it should be noted, damaging graphnodes don't actually make the base skills damage go up, they act like extra hits instead, but I kinda assumed you knew that. Really I think it's mostly he same, but using ace battle system it should pop up two damage popups. Edited June 24, 2014 by KilloZapit Share this post Link to post Share on other sites
Saranel 0 Posted June 24, 2014 Yeah I keep looking for a separate damage number pop-up. I just tried changing my skill's damage formula to a flat damage (same as in my nodes) in hopes that might do it, but no dice. Not really sure where to go from here. Share this post Link to post Share on other sites
Kayzee 4,033 Posted June 25, 2014 (edited) Oh! I think I see the problem... I check to make sure you can use the grapthnode in battle first. Obviously this is probably a bad idea as you can't make grathnode items that you can never use with the item menu. With skills it's less of a big deal because you can put them in categories that arn't used. I have a new version here now. It also rearanges the scripts a tiny bit, there is noi more "Metaskills Apply" script, snd there is a new script for minimum TP costs when you attach a mp/tp inflating grathnode on a skill with no cost... you can ignore that one if you like though. Edited June 25, 2014 by KilloZapit Share this post Link to post Share on other sites
Saranel 0 Posted June 25, 2014 Oh! I think I see the problem... I check to make sure you can use the grapthnode in battle first. Obviously this is probably a bad idea as you can't make grathnode items that you can never use with the item menu. With skills it's less of a big deal because you can put them in categories that arn't used. I have a new version here now. It also rearanges the scripts a tiny bit, there is noi more "Metaskills Apply" script, snd there is a new script for minimum TP costs when you attach a mp/tp inflating grathnode on a skill with no cost... you can ignore that one if you like though. Just tried it out after copying over the new grathnode tweaks and...it WORKS! I can't even begin to thank you enough for how much help you've given. I really appreciate all the feedback and assistance over the past week, I can now finally use a skill system I'm happy with! Hopefully I can stop bugging you so much with random problems xD seriously thanks a million, you're a life saver Share this post Link to post Share on other sites
Kayzee 4,033 Posted June 25, 2014 Hehe your welcome! *Sprinkles fairy dust on you.* It will be neat to see what you come up with at least! :3 There are probably a bunch of things that could be improved about my scripts, but I am happy someone is making use of it. Share this post Link to post Share on other sites
Saranel 0 Posted June 26, 2014 I do enjoy a good sprinking of fairy dust! xD I just realized something, you said your script was capable of making the skill nodes actor specific right? Like by adding a note tag to the node's notebox, I can make it so only actor 1 can use it for example. Share this post Link to post Share on other sites