WHITEFOG'S PROFILE
WhiteFog
44
Old-timer (nearing 30) who's had a passion for making games since he was but a young lad. Recently started to actively develop games and really focus on them.
Paradox of Creation (AKA...
A broken world, with a surviving inn. To survive, those survivors must venture into the world without knowing what awaits them.
A broken world, with a surviving inn. To survive, those survivors must venture into the world without knowing what awaits them.
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[RGSS] [RMXP]
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?
Greetings
Hello hello folks. Figured after posting my game I might as well come and introduce myself here too. o/
I'm kind of an old-timer, and in that I might be just about everyone's senior, here as this year I'm going to hit the big 3-0. (ugh).
I've been using RPGMaker since RM95 (which I still have a copy of...) and as such I've got a whole mess of experience running the gamut. I've done a few minor games here and there but I haven't really put any of them up save the Proof-Of-Concept.
Beyond that, I just wanted to say hello and introduce myself to everyone as hopefully I'll be sticking around and working on some other ideas here and there.
o/
I'm kind of an old-timer, and in that I might be just about everyone's senior, here as this year I'm going to hit the big 3-0. (ugh).
I've been using RPGMaker since RM95 (which I still have a copy of...) and as such I've got a whole mess of experience running the gamut. I've done a few minor games here and there but I haven't really put any of them up save the Proof-Of-Concept.
Beyond that, I just wanted to say hello and introduce myself to everyone as hopefully I'll be sticking around and working on some other ideas here and there.
o/
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