[RGSS] [RMXP]
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Hello-
I hate to bother folks with this, but it's something that's been a thorn in my side for quite a bit and while I've done some eventing to get around the issue, I feel that there's an easy solution with RMXP scripting. Part of my frustration is that I'm decent at looking at existing code, picking it apart, and then adjusting what needs to be adjusted to make it work how I'd like it to (I handled the compatibility for a number of different scripts to get the feel I want, for example) but when it comes to writing code I don't even know where to begin.
That aside, here's what I would like to do, and I imagine it's probably like 1-3 lines of code:
My game uses Passive Skill and the Chrono Trigger Skill Learning scripts, which I've flavored into the 'job classes.' Because each character (of which there are 9) can take any job, (of which there are 16) I don't want to setup a bunch of common events to handle all this.
Ideally, what I'd like to happen is that skills will be hidden (not greyed out, but fully hidden) unless another skill is already learned. So basically when you take the 'fighter' class, the 'Fighter Level 1' skills appear in the skill list. Once the character accumulates enough AP to reach 'Fighter Level 2' then all of those skills will appear in the list, and so forth.
Window_Skill-
This is in Window_Skill and here, basically if it's a Passive Skill (Job classes), it doesn't show up in the skill list (there's a separate Menu option for the Passive Skills/Job Classes).
I'd just like there to be some other reference where, unless Skill X is learned, Skill Y won't show in this list.
Is this easily doable?
I hate to bother folks with this, but it's something that's been a thorn in my side for quite a bit and while I've done some eventing to get around the issue, I feel that there's an easy solution with RMXP scripting. Part of my frustration is that I'm decent at looking at existing code, picking it apart, and then adjusting what needs to be adjusted to make it work how I'd like it to (I handled the compatibility for a number of different scripts to get the feel I want, for example) but when it comes to writing code I don't even know where to begin.
That aside, here's what I would like to do, and I imagine it's probably like 1-3 lines of code:
My game uses Passive Skill and the Chrono Trigger Skill Learning scripts, which I've flavored into the 'job classes.' Because each character (of which there are 9) can take any job, (of which there are 16) I don't want to setup a bunch of common events to handle all this.
Ideally, what I'd like to happen is that skills will be hidden (not greyed out, but fully hidden) unless another skill is already learned. So basically when you take the 'fighter' class, the 'Fighter Level 1' skills appear in the skill list. Once the character accumulates enough AP to reach 'Fighter Level 2' then all of those skills will appear in the list, and so forth.
Window_Skill-
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil && PASSIVE_SKILLS_IDS.include?(skill.id)
elsif @actor.skill_can_use?(skill.id)
elsif skill != nil
@data.push(skill)
end
end
This is in Window_Skill and here, basically if it's a Passive Skill (Job classes), it doesn't show up in the skill list (there's a separate Menu option for the Passive Skills/Job Classes).
I'd just like there to be some other reference where, unless Skill X is learned, Skill Y won't show in this list.
Is this easily doable?
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