Fomar0153 121 Posted December 20, 2011 (edited) Equipment Skills and Weapon Master Class Both Version 1.1 by Fomar0153 Introduction These scripts allows you to attach skills to weapons and armors (with the option to learn the skill permanently if you use an AP System). Features + Attach skills to weapons and armours. + Potential to learn them. + Weapon Master Class can restrict this behaviour to chosen classes. Screenshot Learn away! How to Use Instructions are in the script. Script The most update versions of these scripts can always be found on my blog. Direct Link to the stand alone Equipment Skills. Direct Link to the Weapon Master Class. F.A.Q. No questions asked. Credits and Thanks Fomar0153 Edited February 19, 2012 by Fomar0153 2 KayDgirl91 and Wren reacted to this Share this post Link to post Share on other sites
Rosenblack 79 Posted December 20, 2011 Added to the MSL Share this post Link to post Share on other sites
Knightmare 170 Posted December 21, 2011 Sweet! You took that further than I expected, thanks and nice work. 1 Fomar0153 reacted to this Share this post Link to post Share on other sites
Oda 2 Posted January 4, 2012 It only shows the weapon skill, and everything below shows the same skill as weapon, but it really adds both skills. ¿Can you Fix that? Solo muestra las habilidades de las armas, y todo lo de abajo muestra lo mismo; Pero si arega ambas habilidades. ¿Puedes arreglarlo? 1 Fomar0153 reacted to this Share this post Link to post Share on other sites
Fomar0153 121 Posted January 5, 2012 It only shows the weapon skill, and everything below shows the same skill as weapon, but it really adds both skills. ¿Can you Fix that? Solo muestra las habilidades de las armas, y todo lo de abajo muestra lo mismo; Pero si arega ambas habilidades. ¿Puedes arreglarlo? Thanks, the bug has been fixed. It was caused by a typo in the display code it fetched the shown skills for armours from weapons with the same id. Share this post Link to post Share on other sites
Oda 2 Posted January 7, 2012 Now it works fine. But can you add an "AP Exp Bar" in the equipment menú? It would be great! Share this post Link to post Share on other sites
Fomar0153 121 Posted January 8, 2012 Now it works fine. But can you add an "AP Exp Bar" in the equipment menú? It would be great! Ok done: Add-On: Draw bars Just paste below the original Equipment Skills Script Stand Alone Version class Window_EquipStatus < Window_Base def refresh(item = nil) eqskills_refresh contents.clear draw_actor_name(@actor, 4, 0) if @actor 6.times {|i| draw_item(0, line_height * (1 + i), 2 + i) } unless item == nil if item.is_a?(RPG::Weapon) unless Equipment_Skills::Weapons[item.id] == nil skills = Equipment_Skills::Weapons[item.id] end end if item.is_a?(RPG::Armor) unless Equipment_Skills::Armors[item.id] == nil skills = Equipment_Skills::Armors[item.id] end end unless skills == nil change_color(normal_color) draw_text(4, 168, width, line_height, "Equipment Skills") change_color(system_color) i = 1 for skill in skills draw_text(4, 168 + 24 * i, width, line_height, $data_skills[skill].name) if @actor.ap[skill] == nil @actor.ap[skill] = 0 end i = i + 1 if Equipment_Skills::Learn_Skills rate = [@actor.ap[skill],Equipment_Skills.get_ap_cost(skill)].min.to_f / Equipment_Skills.get_ap_cost(skill).to_f draw_gauge(4, 168 + 24 * i, width - 50, rate, hp_gauge_color1, hp_gauge_color2) draw_current_and_max_values(4, 168 + 24 * i, width - 50, [@actor.ap[skill],Equipment_Skills.get_ap_cost(skill)].min, Equipment_Skills.get_ap_cost(skill), system_color, system_color) i = i + 1 end end end end end end Unique Classes Version class Window_EquipStatus < Window_Base def refresh(item = nil) eqskills_refresh contents.clear draw_actor_name(@actor, 4, 0) if @actor 6.times {|i| draw_item(0, line_height * (1 + i), 2 + i) } unless item == nil or !(@actor.is_a?(Game_WeaponMaster)) if item.is_a?(RPG::Weapon) unless Equipment_Skills::Weapons[item.id] == nil skills = Equipment_Skills::Weapons[item.id] end end if item.is_a?(RPG::Armor) unless Equipment_Skills::Armors[item.id] == nil skills = Equipment_Skills::Armors[item.id] end end unless skills == nil change_color(normal_color) draw_text(4, 168, width, line_height, "Equipment Skills") change_color(system_color) i = 1 for skill in skills draw_text(4, 168 + 24 * i, width, line_height, $data_skills[skill].name) if @actor.ap[skill] == nil @actor.ap[skill] = 0 end i = i + 1 if Equipment_Skills::Learn_Skills rate = [@actor.ap[skill],Equipment_Skills.get_ap_cost(skill)].min.to_f / Equipment_Skills.get_ap_cost(skill).to_f draw_gauge(4, 168 + 24 * i, width - 50, rate, hp_gauge_color1, hp_gauge_color2) draw_current_and_max_values(4, 168 + 24 * i, width - 50, [@actor.ap[skill],Equipment_Skills.get_ap_cost(skill)].min, Equipment_Skills.get_ap_cost(skill), system_color, system_color) i = i + 1 end end end end end end Share this post Link to post Share on other sites
Alphons 0 Posted January 14, 2012 (edited) I was wondering if it's possible to have only a character learn the skill. I mean: if I equip armor A to character B he can learn the skill, but if i equip armor A to character C he can't learn the skill, like FF9 Thanks Edited January 15, 2012 by Alphons Share this post Link to post Share on other sites
whitedahlia 1 Posted January 26, 2012 I was wondering if it's possible to have only a character learn the skill. I mean: if I equip armor A to character B he can learn the skill, but if i equip armor A to character C he can't learn the skill, like FF9 Thanks this would be great Share this post Link to post Share on other sites
Non ya 1 Posted February 19, 2012 demo? i could not put ur scripts together to get it to work for my life sake... did trial and error for the pass 3 hours and finally gave up lol Share this post Link to post Share on other sites
Fomar0153 121 Posted February 19, 2012 demo? i could not put ur scripts together to get it to work for my life sake... did trial and error for the pass 3 hours and finally gave up lol Sorry this was my fault. I accidently linked to the wrong script on my blog. It should work now. Also I've updated the scripts to 1.1, there was a minor bug where it didn't display when a skill was learnt from an armour. Share this post Link to post Share on other sites
Non ya 1 Posted February 19, 2012 i tested it out using equipment skills 1.1 script only... changed Learn_Skills = false set Weapons[32] = [81] set AP:1 on skill ID 81 notetag set element = 11 which is AP set enemy that i am fighting attrib to AP which is element 11 to 1% and when i went to equip menu and tried to equip weapon 32 an error occurred: equipment skills system script line 263 : no methoderror occurred undefined method `[]' for nilclass Share this post Link to post Share on other sites
Fomar0153 121 Posted February 19, 2012 Ah did you actually add the AP Script as well as this one? If not and even if you did, I made a nicer AP Script: http://cobbtocs.co.uk/wp/?p=82 It uses tradtional note tagging rather than element tagging (I'm from the XP era where element tagging was the norm). To set up ap for skills you would do: <ap 5> for example rather than all the other stuff. Share this post Link to post Share on other sites
Non ya 1 Posted February 21, 2012 i tested it out with new AP system your provided and still displayed same error... is there a requirement script that i needed? I am testing all this out with just two script and default battle system... scripts used from top to bottom: AP System II Equipment Skills version 1.1 with these only two script in editor and this error displayed: equipment skills system script line 263 : no methoderror occurred undefined method `[]' for nilclass can i just get a demo please? sounds really nice script just what i was looking for a skill can only be used only on that equipped weapon and if removed from equip then skill is deleted... this is the script that can do that Share this post Link to post Share on other sites
Fomar0153 121 Posted February 21, 2012 If this isn't solved by the time Ace is released in English then I'll make a demo. The problem with making a demo in the trial version is that you won't be able to open it. Which line is 263 for you? E.g: if Equipment_Skills::Learn_Skills Share this post Link to post Share on other sites
Non ya 1 Posted February 21, 2012 (edited) heres my 263 line: if @actor.ap[skill] == nil it only makes this errow when i set the: Learn_Skills = false # on the Equipment Skills System Script version 1.1 if i set it true then its no problem, runs fine....but when set false and also tried it with additional AP system II and Yanfly Engine Ace - Ace Core Engine v1.09 on or off editor but still renders the problem error Edited February 21, 2012 by Non ya Share this post Link to post Share on other sites
Fomar0153 121 Posted February 21, 2012 Are you loading an old save file? If so try a new game. Also you don't need the AP System when it is set to false. If you don't want anyone to learn skills without the weapon; set it to false and delete the ap system. Share this post Link to post Share on other sites
Non ya 1 Posted February 21, 2012 (edited) I just tried it with a new fresh project with only the equip system set: Learn_Skills = false still had the same error when equipping on the menu...i also set: Weapons[32] = [81] when equipping weapon id 32 longbow it creates the error: Script 'Fomar0153 equip system 1.1 v' line 263: NoMethodError occurred undefined method `[]' for nil:NilClass Edited February 21, 2012 by Non ya Share this post Link to post Share on other sites
Fomar0153 121 Posted February 21, 2012 Sorry there was an error in the script that no one had come across yet. Change the line to: if Equipment_Skills::Learn_Skills and @actor.ap[skill] == nil Share this post Link to post Share on other sites
Non ya 1 Posted February 21, 2012 (edited) it works now!!! LoL thanks a bunch =) now i switched the: Learn_Skills = true and used the AP system II i set: Weapons[32] = [81] put notetag to skill 81 AP:1 and tested the skill in battle with weapon 32 equipped.... weird thing is that it allowed me to use the skill 81 even though i the AP have not been met. is it a bug? Edited February 21, 2012 by Non ya Share this post Link to post Share on other sites
Non ya 1 Posted February 21, 2012 (edited) it works now!!! LoL thanks a bunch =) now i switched the: Learn_Skills = true and used the AP system II i set: Weapons[32] = [81] put notetag to skill 81 AP:1 and tested the skill in battle with weapon 32 equipped.... weird thing is that it allowed me to use the skill 81 even though i the AP have not been met. is it a bug? PS: MY APOLOGY FOR DOUBLE POSTING Edited February 21, 2012 by Non ya Share this post Link to post Share on other sites
Fomar0153 121 Posted February 21, 2012 No it's not a bug, if you unequip the weapon you will lose the skills unless you've got enough AP. Share this post Link to post Share on other sites
Non ya 1 Posted February 21, 2012 right but i did not have any AP to start with. When i equip the weapon 32 it shows this on the menu Equipment Skills Cleave 0/1 which means i did not meet the AP requirement to enable for use in battle but it let me so is it a bug? Share this post Link to post Share on other sites
Fomar0153 121 Posted February 21, 2012 No it's not a bug. If the weapon teaches a skill then you get it when you equip the weapon. Share this post Link to post Share on other sites
Non ya 1 Posted February 22, 2012 what do i do then to set it to where it requires that AP must be met prior to enabling the use of skill and when weapon is unequip then skill is then removed. only time skill is usuable is when the weapon is equipped and AP is met... how do i do that? Share this post Link to post Share on other sites