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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

SS0002.png

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.

 

F.A.Q.

No questions asked.

Credits and Thanks

Fomar0153

Edited by Fomar0153

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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?

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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.

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Now it works fine.

But can you add an "AP Exp Bar" in the equipment menú?

It would be great!

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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

 

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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 by Alphons

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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

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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

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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.

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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

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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.

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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

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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

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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 by Non ya

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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.

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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 by Non ya

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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 by Non ya

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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 by Non ya

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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?

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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?

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