SlaveOfThaMind

Game Developer / Musician
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Primarily Uses
Hey everyone, I've been out of the loop for quite a while now, but I had a question in regards to the Yanfly Engine Ace - Learn Skill Engine v1.00 script.
 
From what I've gathered so far, you can basically set it to unlock skills at a certain actor level, and require 'x' ammount of 'y' to learn said skill.
 
What I want to accomplish is changing the required form (which are currently listed jp, exp, gold ) to a specific item (such as 'crystal shard' ).
 
Basically instead of earning skill points through battle, enemies will drop 'cystal shards' upon defeat. These shards can then be spent accordingly to master new skills.
 
Any idea's on how I could go about implementing this?
 
Here is a look at the script in question. (1200 lines)

Thanks for your time!

 
#==============================================================================
#
# ▼ Yanfly Engine Ace - Learn Skill Engine v1.00
# -- Last Updated: 2012.01.08
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LearnSkillEngine"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.08 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# For those who want an alternative for actors to learn skills outside of
# leveling, this script allows actors to learn skills through a learn skill
# menu. The actor can use acquired JP, EXP, or Gold to learn skills. Skills can
# also be hidden until certain requirements are met.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
#
#
# Sets the class to be able to learn skills x through the Learn Skills menu.
# Insert multiple of these tags to increase the number of skills learned.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skill notebox in the database.
# -----------------------------------------------------------------------------
#
#
#
# Sets the learn for cost the skill to require x amounts of JP, x amounts of
# exp, or x amounts of gold. Only one type of cost can be used at a time. For
# JP costs, the Yanfly Engine Ace - JP Manager script must be installed.
#
#
# Sets the skill to require the actor's current level to be x before the skill
# will show up in the skill learning window.
#
#
#
# Sets the skill to require learning skill x (through any means) before the
# skill becomes visible in the skill learning window. Insert multiples of these
# tags to require more skills to be learned in order for the skill to show.
#
#
#
# Sets the skill to require switch x to be ON in order for it to show in the
# skill learning window. Insert multiple switches to to increase the number of
# switches needed to be ON before the skill is shown.
#
#
# string
# string
#
# For the more advanced users, replace string with lines of code to check for
# whether or not the skill will be shown in skill learning window. If multiple
# lines are used, they are all considered part of the same line.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script is compatible with Yanfly Engine Ace - JP Manager v1.00+. The
# placement of this script relative to the JP Manager script doesn't matter.
#
#==============================================================================
module YEA
module LEARN_SKILL
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust the general settings here for your game. These adjust how the
# command name appears, a switch to show the Learn Command
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMMAND_NAME = "Learn Skills" # Name used for Learn Skill command.
# This switch will hide the "Learn" command from view if the switch is OFF.
# The "Learn" command will be shown if the switch is ON. Set this switch to
# 0 to not use this effect and to always have the Learn command be shown.
SHOW_SWITCH = 0
# This adjusts the order the Skill Types appear in for the command window.
# Any Skill Types unlisted will not be shown.
STYPE_ORDER = [41..999, 1..40]
# For those who installed Yanfly Engine - Skill Restrictions, you can
# choose to display warmups or cooldowns inside of the menu here.
DRAW_WARMUP = true # Draw warmups for skills?
DRAW_COOLDOWN = true # Draw cooldowns for skills?
#-------------------------------------------------------------------------
# - Default Cost -
#-------------------------------------------------------------------------
# This sets the default costs for all skills. If the JP script isn't
# installed, the type will become :exp instead.
#
# Cost Type Description
# :jp - Requires YEA - JP Manager.
# :exp - Makes skill cost EXP.
# :gold - Makes skill cost gold.
#-------------------------------------------------------------------------
DEFAULT_COST = 100 # Sets the default cost of a skill.
DEFAULT_TYPE = :jp # Sets the default cost type.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Learn Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the Learn Window's visual appearance. Adjust the
# way empty text appears, EXP cost suffixes appear, Learned text appears,
# font sizes, and cost colours here.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EMPTY_TEXT = "-" # Text if no restricts used for the skill.
EXP_TEXT = "EXP" # Text used for EXP costs.
LEARNED_TEXT = "Learned" # Text to indicate skill has been learned.
LEARNED_SIZE = 20 # Font size used for learned skill text.
COLOUR_JP = 24 # Text colour used for JP Cost.
COLOUR_EXP = 5 # Text colour used for EXP Cost.
COLOUR_GOLD = 21 # Text colour used for Gold Cost.
COST_SIZE = 20 # Font size used for skill costs.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Cost Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# When a skill is selected to be learned, the cost window appears. Adjust
# the settings here to choose how your game's cost window looks. Change the
# maximum number of rows, the gold icon used for gold costs, the gold text,
# the learn skill text, the cancel text, and the cancel icon here.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MAXIMUM_ROWS = 8 # Maximum number of rows displayed.
GOLD_ICON = 361 # Icon used for gold costs.
GOLD_TEXT = "Gold Cost" # Text used for gold costs.
LEARN_SKILL_TEXT = "Learn %s?" # Text used to learn skill.
LEARN_CANCEL_TEXT = "Cancel" # Text used for do not learn.
CANCEL_ICON = 187 # Icon used for cancel.
end # LEARN_SKILL
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module LEARN_SKILL
module_function
#--------------------------------------------------------------------------
# convert_integer_array
#--------------------------------------------------------------------------
def convert_integer_array(array)
result = []
array.each { |i|
case i
when Range; result |= i.to_a
when Integer; result |=
end }
return result
end
#--------------------------------------------------------------------------
# converted_contants
#--------------------------------------------------------------------------
STYPE_ORDER = convert_integer_array(STYPE_ORDER)
end # LEARN_SKILL
module REGEXP
module CLASS
LEARN_SKILLS = /<(?:LEARN_SKILLS|learn skills):[ ](\d+(?:\s*,\s*\d+)*)>/i
end # CLASS
module SKILL
LEARN_COST = /<(?:LEARN_COST|learn cost):[ ](.*)>/i
LEARN_REQUIRE_LEVEL =
/<(?:LEARN_REQUIRE_LEVEL|learn require level):[ ](\d+)>/i
LEARN_REQUIRE_SKILL =
/<(?:LEARN_REQUIRE_SKILL|learn require skill):[ ](\d+(?:\s*,\s*\d+)*)>/i
LEARN_REQUIRE_SWITCH =
/<(?:LEARN_REQUIRE_SWITCH|learn require switch):[ ](\d+(?:\s*,\s*\d+)*)>/i
LEARN_REQUIRE_EVAL_ON = /<(?:LEARN_REQUIRE_EVAL|learn require eval)>/i
LEARN_REQUIRE_EVAL_OFF = /<\/(?:LEARN_REQUIRE_EVAL|learn require eval)>/i
end # SKILL
end # REGEXP
end # YEA
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ Icon
#==============================================================================
module Icon
#--------------------------------------------------------------------------
# self.cancel
#--------------------------------------------------------------------------
def self.cancel
return YEA::LEARN_SKILL::CANCEL_ICON
end
#--------------------------------------------------------------------------
# self.learn_skill_gold
#--------------------------------------------------------------------------
def self.learn_skill_gold
return YEA::LEARN_SKILL::GOLD_ICON
end
end # Icon
#==============================================================================
# ■ Switch
#==============================================================================
module Switch
#--------------------------------------------------------------------------
# self.show_learn_skill
#--------------------------------------------------------------------------
def self.show_learn_skill
return true if YEA::LEARN_SKILL::SHOW_SWITCH <= 0
return $game_switches[YEA::LEARN_SKILL::SHOW_SWITCH]
end
end # Switch
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <def self.load_database
load_database_lse
load_notetags_lse
end
#--------------------------------------------------------------------------
# new method: load_notetags_lse
#--------------------------------------------------------------------------
def self.load_notetags_lse
groups = [$data_classes, $data_skills]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_lse
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::Class
#==============================================================================
class RPG::Class < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :learn_skills
#--------------------------------------------------------------------------
# common cache: load_notetags_lse
#--------------------------------------------------------------------------
def load_notetags_lse
@learn_skills = []
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::CLASS::LEARN_SKILLS
$1.scan(/\d+/).each { |num|
@learn_skills.push(num.to_i) if num.to_i > 0 }
end
} # self.note.split
#---
end
end # RPG::Class
#==============================================================================
# ■ RPG::Skill
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :learn_cost
attr_accessor :learn_require_level
attr_accessor :learn_require_skill
attr_accessor :learn_require_switch
attr_accessor :learn_require_eval
#--------------------------------------------------------------------------
# common cache: load_notetags_lse
#--------------------------------------------------------------------------
def load_notetags_lse
@learn_cost = [YEA::LEARN_SKILL::DEFAULT_COST]
@learn_cost.push(YEA::LEARN_SKILL::DEFAULT_TYPE)
@learn_require_level = 0
@learn_require_skill = []
@learn_require_switch = []
@learn_require_eval_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::SKILL::LEARN_COST
case $1.upcase
when /(\d+)[ ]JP/i
next unless $imported["YEA-JPManager"]
@learn_cost = [$1.to_i, :jp]
when /(\d+)[ ]EXP/i
@learn_cost = [$1.to_i, :exp]
when /(\d+)[ ]GOLD/i
@learn_cost = [$1.to_i, :gold]
end
#---
when YEA::REGEXP::SKILL::LEARN_REQUIRE_LEVEL
@learn_require_level = $1.to_i
when YEA::REGEXP::SKILL::LEARN_REQUIRE_SKILL
$1.scan(/\d+/).each { |num|
@learn_require_skill.push(num.to_i) if num.to_i > 0 }
when YEA::REGEXP::SKILL::LEARN_REQUIRE_SWITCH
$1.scan(/\d+/).each { |num|
@learn_require_switch.push(num.to_i) if num.to_i > 0 }
#---
when YEA::REGEXP::SKILL::LEARN_REQUIRE_EVAL_ON
@learn_require_eval_on = true
when YEA::REGEXP::SKILL::LEARN_REQUIRE_EVAL_OFF
@learn_require_eval_on = false
else
next unless @learn_require_eval_on
@learn_require_eval = "" if @learn_require_eval.nil?
@learn_require_eval += line.to_s
#---
end
} # self.note.split
#---
if !$imported["YEA-JPManager"] && @learn_cost[1] == :jp
@learn_cost[1] = :exp
end
end
end # RPG::Skill
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# alias method: skills
#--------------------------------------------------------------------------
alias game_actor_skills_lse skills
def skills
btest_add_learn_skills
game_actor_skills_lse
end
#--------------------------------------------------------------------------
# new method: btest_add_learn_skills
#--------------------------------------------------------------------------
def btest_add_learn_skills
return unless $BTEST
for skill_id in self.class.learn_skills; learn_skill(skill_id); end
end
#--------------------------------------------------------------------------
# new method: exp_class
#--------------------------------------------------------------------------
def exp_class(class_id)
@exp[class_id] = 0 if @exp[class_id].nil?
return @exp[class_id]
end
#--------------------------------------------------------------------------
# lose_exp_class
#--------------------------------------------------------------------------
def lose_exp_class(value, class_id)
exp = exp_class(class_id) - value
change_exp_class(exp, class_id)
end
#--------------------------------------------------------------------------
# change_exp_class
#--------------------------------------------------------------------------
def change_exp_class(exp, class_id)
return change_exp(exp, false) if class_id == @class_id
@exp[class_id] = [exp, 0].max
end
end # Game_Actor
#==============================================================================
# ■ Window_SkillCommand
#==============================================================================
class Window_SkillCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: make_command_list
#--------------------------------------------------------------------------
alias window_skillcommand_make_command_list_lse make_command_list
def make_command_list
window_skillcommand_make_command_list_lse
return if @actor.nil?
add_learn_skill_command unless $imported["YEA-SkillMenu"]
end
#--------------------------------------------------------------------------
# new method: add_learn_skill_command
#--------------------------------------------------------------------------
def add_learn_skill_command
return unless Switch.show_learn_skill
name = YEA::LEARN_SKILL::COMMAND_NAME
add_command(name, :learn_skill, true, @actor.added_skill_types[0])
end
end # Window_SkillCommand
#==============================================================================
# ■ Window_LearnSkillCommand
#==============================================================================
class Window_LearnSkillCommand < Window_Command
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_reader :skill_window
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy)
@actor = nil
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return 160; end
#--------------------------------------------------------------------------
# visible_line_number
#--------------------------------------------------------------------------
def visible_line_number; return 4; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
select(item_max - 1) if index >= item_max
end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
return if @actor.nil?
make_unlocked_class_skill_types
correct_unlocked_class_learned_skills
for stype_id in YEA::LEARN_SKILL::STYPE_ORDER
next unless include?(stype_id)
name = $data_system.skill_types[stype_id]
add_command(name, :skill, true, stype_id)
end
end
#--------------------------------------------------------------------------
# make_unlocked_class_skill_types
#--------------------------------------------------------------------------
def make_unlocked_class_skill_types
return unless $imported["YEA-ClassSystem"]
@unlocked_types = []
unlocked_classes = @actor.unlocked_classes.clone
unlocked_classes |= YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS
for class_id in unlocked_classes
next if $data_classes[class_id].nil?
for feature in $data_classes[class_id].features
next unless feature.code == 41
@unlocked_types.push(feature.data_id)
end
end
end
#--------------------------------------------------------------------------
# correct_unlocked_class_learned_skills
#--------------------------------------------------------------------------
def correct_unlocked_class_learned_skills
return unless $imported["YEA-ClassSystem"]
unlocked_classes = @actor.unlocked_classes.clone
unlocked_classes |= YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS
for class_id in unlocked_classes
@actor.learn_class_skills(class_id)
end
end
#--------------------------------------------------------------------------
# include?
#--------------------------------------------------------------------------
def include?(stype_id)
return true if @actor.added_skill_types.include?(stype_id)
if $imported["YEA-ClassSystem"]
return true if @unlocked_types.include?(stype_id)
end
return false
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
@skill_window.stype_id = current_ext if @skill_window
end
#--------------------------------------------------------------------------
# skill_window=
#--------------------------------------------------------------------------
def skill_window=(skill_window)
@skill_window = skill_window
update
end
end # Window_LearnSkillCommand
#==============================================================================
# ■ Window_LearnSkillList
#==============================================================================
class Window_LearnSkillList < Window_SkillList
#--------------------------------------------------------------------------
# col_max
#--------------------------------------------------------------------------
def col_max; return 1; end
#--------------------------------------------------------------------------
# select_last
#--------------------------------------------------------------------------
def select_last; select(0); end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
super(actor)
make_learn_skills_list
end
#--------------------------------------------------------------------------
# make_learn_skills_list
#--------------------------------------------------------------------------
def make_learn_skills_list
@learn_skills = []
@skill_classes = {}
return if @actor.nil?
for skill_id in @actor.class.learn_skills
next if $data_skills[skill_id].nil?
next if @learn_skills.include?($data_skills[skill_id])
skill = $data_skills[skill_id]
@learn_skills.push(skill)
@skill_classes[skill] = [] if @skill_classes[skill].nil?
@skill_classes[skill].push(@actor.class.id)
end
make_unlocked_class_skills
end
#--------------------------------------------------------------------------
# make_unlocked_class_skills
#--------------------------------------------------------------------------
def make_unlocked_class_skills
return unless $imported["YEA-ClassSystem"]
@unlocked_types = []
unlocked_classes = @actor.unlocked_classes.clone
unlocked_classes |= YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS
for class_id in unlocked_classes
next if $data_classes[class_id].nil?
for skill_id in $data_classes[class_id].learn_skills
next if $data_skills[skill_id].nil?
skill = $data_skills[skill_id]
@learn_skills.push(skill) unless @learn_skills.include?(skill)
@skill_classes[skill] = [] if @skill_classes[skill].nil?
@skill_classes[skill] |= [class_id]
end
end
end
#--------------------------------------------------------------------------
# skill_classes
#--------------------------------------------------------------------------
def skill_classes(skill)
return @skill_classes[skill]
end
#--------------------------------------------------------------------------
# make_item_list
#--------------------------------------------------------------------------
def make_item_list
return if @learn_skills.nil?
@data = @learn_skills.select {|skill| include?(skill) }
end
#--------------------------------------------------------------------------
# include?
#--------------------------------------------------------------------------
def include?(item)
return false if item.nil?
return false unless meet_requirements?(item)
return item.stype_id == @stype_id
end
#--------------------------------------------------------------------------
# meet_requirements?
#--------------------------------------------------------------------------
def meet_requirements?(item)
return false if @actor.nil?
return false unless meet_level_requirements?(item)
return false unless meet_skill_requirements?(item)
return false unless meet_switch_requirements?(item)
return false unless meet_eval_requirements?(item)
return true
end
#--------------------------------------------------------------------------
# meet_level_requirements?
#--------------------------------------------------------------------------
def meet_level_requirements?(item)
return @actor.level >= item.learn_require_level
end
#--------------------------------------------------------------------------
# meet_skill_requirements?
#--------------------------------------------------------------------------
def meet_skill_requirements?(item)
for skill_id in item.learn_require_skill
next if $data_skills[skill_id].nil?
return false unless @actor.skill_learn?($data_skills[skill_id])
end
return true
end
#--------------------------------------------------------------------------
# meet_switch_requirements?
#--------------------------------------------------------------------------
def meet_switch_requirements?(item)
for switch_id in item.learn_require_switch
return false unless $game_switches[switch_id]
end
return true
end
#--------------------------------------------------------------------------
# meet_eval_requirements?
#--------------------------------------------------------------------------
def meet_eval_requirements?(item)
return true if item.learn_require_eval.nil?
return eval(item.learn_require_eval)
end
#--------------------------------------------------------------------------
# enable?
#--------------------------------------------------------------------------
def enable?(skill)
return false if skill.nil?
return false unless enabled_jp?(skill)
return false unless enabled_exp?(skill)
return false unless enabled_gold?(skill)
return !@actor.skill_learn?(skill)
end
#--------------------------------------------------------------------------
# enabled_jp?
#--------------------------------------------------------------------------
def enabled_jp?(skill)
return true if skill.learn_cost[1] != :jp
cost = skill.learn_cost[0]
for class_id in @skill_classes[skill]
return true if @actor.jp(class_id) >= cost
end
return false
end
#--------------------------------------------------------------------------
# enabled_exp?
#--------------------------------------------------------------------------
def enabled_exp?(skill)
return true if skill.learn_cost[1] != :exp
cost = skill.learn_cost[0]
for class_id in @skill_classes[skill]
return true if @actor.exp_class(class_id) >= cost
end
return false
end
#--------------------------------------------------------------------------
# enabled_gold?
#--------------------------------------------------------------------------
def enabled_gold?(skill)
return true if skill.learn_cost[1] != :gold
cost = skill.learn_cost[0]
return $game_party.gold >= cost
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
return if skill.nil?
rect = item_rect(index)
rect.width = (contents.width - spacing) / 2 - 4
draw_item_name(skill, rect.x, rect.y, enable?(skill), rect.width - 24)
draw_skill_cost(rect, skill)
draw_restriction_info(skill, index)
draw_learn_cost(skill, index)
end
#--------------------------------------------------------------------------
# skill_restriction?
#--------------------------------------------------------------------------
def skill_restriction?(index)
return false
end
#--------------------------------------------------------------------------
# draw_restriction_info
#--------------------------------------------------------------------------
def draw_restriction_info(skill, index)
return unless $imported["YEA-SkillRestrictions"]
rect = item_rect(index)
rect.x = contents.width / 2
rect.width /= 2
rect.width /= 3
rect.width -= 8
draw_skill_warmup(skill, rect)
rect.x += rect.width + 4
draw_skill_cooldown(skill, rect)
end
#--------------------------------------------------------------------------
# draw_skill_warmup
#--------------------------------------------------------------------------
def draw_skill_warmup(skill, rect)
return unless YEA::LEARN_SKILL::DRAW_WARMUP
enabled = enable?(skill)
enabled = false if skill.warmup <= 0
change_color(warmup_colour, enabled)
icon = Icon.warmup
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
contents.font.size = YEA::SKILL_RESTRICT::WARMUP_SIZE
value = skill.warmup > 0 ? skill.warmup.group : empty_text
text = sprintf(YEA::SKILL_RESTRICT::WARMUP_SUFFIX, value)
draw_text(rect, text, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_skill_cooldown
#--------------------------------------------------------------------------
def draw_skill_cooldown(skill, rect)
return unless YEA::LEARN_SKILL::DRAW_COOLDOWN
enabled = enable?(skill)
enabled = false if skill.cooldown <= 0
change_color(cooldown_colour, enabled)
icon = Icon.cooldown
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
contents.font.size = YEA::SKILL_RESTRICT::COOLDOWN_SIZE
value = skill.cooldown > 0 ? skill.cooldown.group : empty_text
text = sprintf(YEA::SKILL_RESTRICT::COOLDOWN_SUFFIX, value)
draw_text(rect, text, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# empty_text
#--------------------------------------------------------------------------
def empty_text
return YEA::LEARN_SKILL::EMPTY_TEXT
end
#--------------------------------------------------------------------------
# draw_learn_cost
#--------------------------------------------------------------------------
def draw_learn_cost(skill, index)
rect = item_rect(index)
rect.width -= 4
if @actor.skill_learn?(skill)
draw_learned_skill(rect)
else
draw_learn_skill_cost(skill, rect)
end
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_learned_skill
#--------------------------------------------------------------------------
def draw_learned_skill(rect)
contents.font.size = YEA::LEARN_SKILL::LEARNED_SIZE
change_color(normal_color)
draw_text(rect, YEA::LEARN_SKILL::LEARNED_TEXT, 2)
end
#--------------------------------------------------------------------------
# draw_learn_skill_cost
#--------------------------------------------------------------------------
def draw_learn_skill_cost(skill, rect)
case skill.learn_cost[1]
when :jp
return unless $imported["YEA-JPManager"]
draw_jp_cost(skill, rect)
when :exp
draw_exp_cost(skill, rect)
when :gold
draw_gold_cost(skill, rect)
else; return
end
end
#--------------------------------------------------------------------------
# draw_jp_cost
#--------------------------------------------------------------------------
def draw_jp_cost(skill, rect)
enabled = enabled_jp?(skill)
if Icon.jp > 0
draw_icon(Icon.jp, rect.x + rect.width - 24, rect.y, enabled)
rect.width -= 24
end
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::jp, 2)
rect.width -= text_size(Vocab::jp).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_JP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_exp_cost
#--------------------------------------------------------------------------
def draw_exp_cost(skill, rect)
enabled = enabled_exp?(skill)
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, YEA::LEARN_SKILL::EXP_TEXT, 2)
rect.width -= text_size(YEA::LEARN_SKILL::EXP_TEXT).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_EXP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_gold_cost
#--------------------------------------------------------------------------
def draw_gold_cost(skill, rect)
enabled = enabled_jp?(skill)
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::currency_unit, 2)
rect.width -= text_size(Vocab::currency_unit).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_GOLD), enabled)
draw_text(rect, text, 2)
end
end # Window_LearnSkillList
#==============================================================================
# ■ Window_LearnSkillCostBack
#==============================================================================
class Window_LearnSkillCostBack < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(item_window)
dw = Graphics.width * 3 / 4
dx = (Graphics.width - dw) / 2
super(dx, 0, dw, fitting_height(2))
self.openness = 0
self.back_opacity = 255
@front_window = nil
@item_window = item_window
@skill = nil
end
#--------------------------------------------------------------------------
# reveal
#--------------------------------------------------------------------------
def reveal(skill, skill_classes)
@skill = skill
return if @skill.nil?
case @skill.learn_cost[1]
when :gold
self.height = fitting_height(3)
else
maximum = [skill_classes.size, YEA::LEARN_SKILL::MAXIMUM_ROWS].min
self.height = fitting_height(maximum + 2)
end
create_contents
self.y = (Graphics.height - self.height) / 2
refresh
open
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
reset_font_settings
draw_learn_skill_text
rect = Rect.new(0, 0, contents.width - 4, line_height)
draw_learn_skill_cost(@skill, rect)
end
#--------------------------------------------------------------------------
# draw_learn_skill_text
#--------------------------------------------------------------------------
def draw_learn_skill_text
name = sprintf("\eI[%d]%s", @skill.icon_index, @skill.name)
fmt = YEA::LEARN_SKILL::LEARN_SKILL_TEXT
text = sprintf(fmt, name)
draw_text_ex(4, 0, text)
end
#--------------------------------------------------------------------------
# draw_learn_skill_cost
#--------------------------------------------------------------------------
def draw_learn_skill_cost(skill, rect)
case skill.learn_cost[1]
when :jp
return unless $imported["YEA-JPManager"]
draw_jp_cost(skill, rect)
when :exp
draw_exp_cost(skill, rect)
when :gold
draw_gold_cost(skill, rect)
else; return
end
end
#--------------------------------------------------------------------------
# draw_jp_cost
#--------------------------------------------------------------------------
def draw_jp_cost(skill, rect)
enabled = true
if Icon.jp > 0
draw_icon(Icon.jp, rect.x + rect.width - 24, rect.y, enabled)
rect.width -= 24
end
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::jp, 2)
rect.width -= text_size(Vocab::jp).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_JP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_exp_cost
#--------------------------------------------------------------------------
def draw_exp_cost(skill, rect)
enabled = true
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, YEA::LEARN_SKILL::EXP_TEXT, 2)
rect.width -= text_size(YEA::LEARN_SKILL::EXP_TEXT).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_EXP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_gold_cost
#--------------------------------------------------------------------------
def draw_gold_cost(skill, rect)
enabled = true
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::currency_unit, 2)
rect.width -= text_size(Vocab::currency_unit).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_GOLD), enabled)
draw_text(rect, text, 2)
end
end # Window_LearnSkillCostBack
#==============================================================================
# ■ Window_LearnSkillCostFront
#==============================================================================
class Window_LearnSkillCostFront < Window_Command
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(item_window, cost_window)
super((Graphics.width - window_width) / 2, 0)
self.openness = 0
self.opacity = 0
@item_window = item_window
@cost_window = cost_window
@skill = nil
@actor = nil
deactivate
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return Graphics.width * 3 / 4; end
#--------------------------------------------------------------------------
# skill_class
#--------------------------------------------------------------------------
def skill_class
return @skill_classes.nil? ? nil : @skill_classes[index]
end
#--------------------------------------------------------------------------
# reveal
#--------------------------------------------------------------------------
def reveal(skill, skill_classes, actor)
@skill = skill
@skill_classes = skill_classes.clone
@actor = actor
return if @skill.nil?
case @skill.learn_cost[1]
when :gold
self.height = fitting_height(2)
else
maximum = [skill_classes.size, YEA::LEARN_SKILL::MAXIMUM_ROWS].min
self.height = fitting_height(maximum + 1)
end
create_contents
self.y = @cost_window.y + line_height
refresh
select(0)
open
activate
end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
return if @skill_classes.nil?
if @skill.learn_cost[1] == :gold
add_command("GOLD", :gold, true)
add_command(YEA::LEARN_SKILL::LEARN_CANCEL_TEXT, :cancel, true)
return
end
for class_id in @skill_classes
name = $data_classes[class_id].name
add_command(name, :class, enabled?(class_id), class_id)
end
add_command(YEA::LEARN_SKILL::LEARN_CANCEL_TEXT, :cancel, true)
end
#--------------------------------------------------------------------------
# enabled?
#--------------------------------------------------------------------------
def enabled?(class_id)
cost = @skill.learn_cost[0]
case @skill.learn_cost[1]
when :jp
return @actor.jp(class_id) >= cost
when :exp
return @actor.exp_class(class_id) >= cost
end
return true
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
reset_font_settings
rect = item_rect(index)
rect.x += 24
rect.width -= 28
return draw_cancel_text(index, rect) if @list[index][:symbol] == :cancel
draw_class_name(index, rect) if @skill.learn_cost[1] != :gold
draw_party_gold(rect) if @skill.learn_cost[1] == :gold
draw_learn_skill_cost(@skill, rect, index)
end
#--------------------------------------------------------------------------
# draw_cancel_text
#--------------------------------------------------------------------------
def draw_cancel_text(index, rect)
draw_icon(Icon.cancel, rect.x, rect.y)
text = command_name(index)
draw_text(rect.x+24, rect.y, rect.width-24, line_height, text)
end
#--------------------------------------------------------------------------
# draw_class_name
#--------------------------------------------------------------------------
def draw_class_name(index, rect)
class_id = @list[index][:ext]
return if $data_classes[class_id].nil?
enabled = enabled?(class_id)
if $imported["YEA-ClassSystem"]
draw_icon($data_classes[class_id].icon_index, rect.x, rect.y, enabled)
end
rect.x += 24
rect.width -= 24
change_color(normal_color, enabled)
draw_text(rect, $data_classes[class_id].name)
end
#--------------------------------------------------------------------------
# draw_class_name
#--------------------------------------------------------------------------
def draw_party_gold(rect)
enabled = true
draw_icon(Icon.learn_skill_gold, rect.x, rect.y)
rect.x += 24
rect.width -= 24
change_color(normal_color, enabled)
draw_text(rect, YEA::LEARN_SKILL::GOLD_TEXT)
end
#--------------------------------------------------------------------------
# draw_learn_skill_cost
#--------------------------------------------------------------------------
def draw_learn_skill_cost(skill, rect, index)
case skill.learn_cost[1]
when :jp
return unless $imported["YEA-JPManager"]
draw_jp_cost(skill, rect, index)
when :exp
draw_exp_cost(skill, rect, index)
when :gold
draw_gold_cost(skill, rect)
else; return
end
end
#--------------------------------------------------------------------------
# draw_jp_cost
#--------------------------------------------------------------------------
def draw_jp_cost(skill, rect, index)
enabled = enabled?(@list[index][:ext])
if Icon.jp > 0
draw_icon(Icon.jp, rect.x + rect.width - 24, rect.y, enabled)
rect.width -= 24
end
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::jp, 2)
rect.width -= text_size(Vocab::jp).width
cost = @actor.jp(@list[index][:ext])
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_JP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_exp_cost
#--------------------------------------------------------------------------
def draw_exp_cost(skill, rect, index)
enabled = enabled?(@list[index][:ext])
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, YEA::LEARN_SKILL::EXP_TEXT, 2)
rect.width -= text_size(YEA::LEARN_SKILL::EXP_TEXT).width
cost = @actor.exp_class(@list[index][:ext])
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_EXP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_gold_cost
#--------------------------------------------------------------------------
def draw_gold_cost(skill, rect)
enabled = $game_party.gold >= skill.learn_cost[0]
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::currency_unit, 2)
rect.width -= text_size(Vocab::currency_unit).width
cost = $game_party.gold
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_GOLD), enabled)
draw_text(rect, text, 2)
end
end # Window_LearnSkillCostFront
#==============================================================================
# ■ Scene_Skill
#==============================================================================
class Scene_Skill < Scene_ItemBase
#--------------------------------------------------------------------------
# alias method: create_command_window
#--------------------------------------------------------------------------
alias scene_skill_create_command_window_lse create_command_window
def create_command_window
scene_skill_create_command_window_lse
@command_window.set_handler:)learn_skill, method:)command_learn_skill))
end
#--------------------------------------------------------------------------
# new method: command_learn_skill
#--------------------------------------------------------------------------
def command_learn_skill
SceneManager.call(Scene_LearnSkill)
end
end # Scene_Skill
#==============================================================================
# ■ Scene_LearnSkill
#==============================================================================
class Scene_LearnSkill < Scene_Skill
#--------------------------------------------------------------------------
# start
#--------------------------------------------------------------------------
def start
super
create_cost_windows
end
#--------------------------------------------------------------------------
# create_command_window
#--------------------------------------------------------------------------
def create_command_window
wy = @help_window.height
@command_window = Window_LearnSkillCommand.new(0, wy)
@command_window.viewport = @viewport
@command_window.help_window = @help_window
@command_window.actor = @actor
@command_window.set_handler:)skill, method:)command_skill))
@command_window.set_handler:)cancel, method:)return_scene))
@command_window.set_handler:)pagedown, method:)next_actor))
@command_window.set_handler:)pageup, method:)prev_actor))
end
#--------------------------------------------------------------------------
# create_item_window
#--------------------------------------------------------------------------
def create_item_window
wx = 0
wy = @status_window.y + @status_window.height
ww = Graphics.width
wh = Graphics.height - wy
@item_window = Window_LearnSkillList.new(wx, wy, ww, wh)
@item_window.actor = @actor
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.set_handler:)ok, method:)on_item_ok))
@item_window.set_handler:)cancel, method:)on_item_cancel))
@command_window.skill_window = @item_window
end
#--------------------------------------------------------------------------
# create_cost_windows
#--------------------------------------------------------------------------
def create_cost_windows
@cost_window = Window_LearnSkillCostBack.new(@item_window)
@cost_front = Window_LearnSkillCostFront.new(@item_window, @cost_window)
@cost_window.viewport = @viewport
@cost_front.viewport = @viewport
@cost_front.set_handler:)ok, method:)on_cost_ok))
@cost_front.set_handler:)cancel, method:)on_cost_cancel))
end
#--------------------------------------------------------------------------
# on_item_ok
#--------------------------------------------------------------------------
def on_item_ok
skill = @item_window.item
@cost_window.reveal(skill, @item_window.skill_classes(skill))
@cost_front.reveal(skill, @item_window.skill_classes(skill), @actor)
end
#--------------------------------------------------------------------------
# on_cost_ok
#--------------------------------------------------------------------------
def on_cost_ok
Sound.play_use_skill
skill = @item_window.item
@actor.learn_skill(skill.id)
cost = skill.learn_cost[0]
case skill.learn_cost[1]
when :jp
@actor.lose_jp(cost, @cost_front.skill_class)
when :exp
@actor.lose_exp_class(cost, @cost_front.skill_class)
when :gold
$game_party.lose_gold(cost)
end
on_cost_cancel
refresh_windows
end
#--------------------------------------------------------------------------
# on_cost_cancel
#--------------------------------------------------------------------------
def on_cost_cancel
@cost_front.close
@cost_window.close
@item_window.activate
end
#--------------------------------------------------------------------------
# refresh_windows
#--------------------------------------------------------------------------
def refresh_windows
@item_window.refresh
@status_window.refresh
end
end # Scene_LearnSkill
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
 
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bgillisp

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I think you will also need the JP manager to accomplish this, but if you go under the JP manager, and change the vocab line (line 140 in my copy) to read "Crystal Shards", then have the enemies drop the crystal shards, it will work. Just tested it by calling mine Booyah (just for fun) and it worked.

Just remember that internally, in the script, it will still be jp, so you will have to set the enemies to give the characters 'jp' in the database. Just know that it will show in the game as crystal shards instead (or whatever you finally decide to call it). Unfortunately, to avoid that would require editing the way it reads the notetags.
 
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SlaveOfThaMind

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Awesome dude, thanks for the timely reply.

I had the jp manager at one point earlier in the evening but couldnt get the script to acknowledge its existance for some reason.

I'll check this out real quick. I thought it would be as simple as adding extra lines for the shards, but you've just saved a load of work by that suggestion :)

Update:

I may be doing something a bit wrong here but, I'm not getting confirmation of earning jp(shards) after the battle. found i need victory aftermath for this.

Additionally, I dont have any skills available to learn in the "learn skill" menu.

I should add that  these two scripts ( learn skill and jp manager ) are the only yanfly scripts i am using, could I be missing a base script?
 
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bgillisp

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In my project I have the JP manager above the learn skills script. That may be required to get it to work well. Also, by default, Yanfly does not display the JP anywhere on screen, you will have to add that or live with it only showing when they try to learn a skill.

Just make sure to go under your enemies and add this line to the note section at the bottom:

<jp gain: 1>

This will have them award 1 jp, or, once you change the vocab, 1 crystal shard. Change the number to whatever number you wish the enemy to give. Leave the line out if the enemy is not supposed to give any crystal shards, as the default is 0.
 

SlaveOfThaMind

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Thanks, I've set it up as 'Shards' for now. I also added <jp gain: 1> into the enemy note, and i've set the cost of the skill <learn cost: 2 jp> into the skill note (fire).

Not having any luck with this currently =/

If I set the skill fire to lvl 1, and put <learn cost: 2 jp> in the note on the class page, its available immediately for use without having to learn it. If I take that out, and use it just in the fire skill note, I get absoultely nothing.
 
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bgillisp

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Have you added a line to the class so it knows what skills to learn? To do that, add this line: <learn skills: 355>. And, the learn cost has to go in the skill page as far as I know.

Where 355 is the id of the skill you want the class to learn.

You have to do this for every skill you want them to learn, though you can have more in one line than one skill (so you could do <learn skills: 355, 356, 357, 358, 359> if you wished).

Let me know if it works after you do this.
 

SlaveOfThaMind

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Have you added a line to the class so it knows what skills to learn? To do that, add this line: <learn skills: 355>. And, the learn cost has to go in the skill page as far as I know.

Where 355 is the id of the skill you want the class to learn.

You have to do this for every skill you want them to learn, though you can have more in one line than one skill (so you could do <learn skills: 355, 356, 357, 358, 359> if you wished).

Let me know if it works after you do this.
That did the trick! Thanks. I had run into a problem right before posting this, but I fixed it. ( i also had jp % rate tag in the actor's note. took that out and it works properly!

Awesome, I cannot thank you enough!
 
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