- Jul 30, 2012
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I actually opted to use STypes because of how I'm handling skills in my game right now. It's a really intuitive design.
Absolutely! Thank you very much. I hope you move on to adding icons next to all menus sometime Like in the normal status menu outside battles and equip screen, ect. much like Yanfly's Command Window Icons from VX Ace. <3The first setting's default value is set to 1 for that very reason.
I can add a parameter called Icon Padding that would take a number. It would then add that many pixels between the icon and the text. Would that work?
I'll put this on my list for future versions. Thank you for the suggestion!I am wondering if you can further expand the functionality to consider weapon and armor-located commands.. I want to make my ranged weapons show a different skill instead of attack, and other skills that would never show up depending on the type of weapon..
IE: allow us to do the following.
If this is possible, It would greatly expand possibilities.
To be fair, you can already do with that with the Kadokawa plugin Weapon Attack Skills, but I could see a use for weapons and/or armor to add skills to your command list.Thank you for the consideration =)
It will be really nice for ranged weapons being equipped to automatically replace attack with "Shoot"/"Fire" and add "Aim" to the command list. =D
Thanks for the plugin.
I want to do a limit break (like FFVII) : hide a "Llimit" command, then pop that command when TP is full. I don't know if i'ts possible to do that with your plugin. I haven't managed yet :/
Yes, that's right.I'm assuming that the command is showing up, just disabled until the TP bar is full, and you want the command to be completely hidden until then. Is that correct?
Make the skill cost 100 TP. Then, assuming your skill ID is 10, change your battle command tag to this:Yes, that's right. (you want the command to be completely hidden until TP is full)
Would it be possible to apply a hidden state to the actor and then remove it? The state could seal the skill type, then all you would have to do is add an ! to the end of your current tag, like so:Hey, nice work with the plugin! Loving it.
Is it possible to hide SkillTypes from the command list via command?
Can only seem to hide normal skills.
I have a Skill Type I want hidden until a certain trigger enables it.
Unfortunately I need the skill hidden and not sealed. However, I could use the TP workaround to keep it hidden.Make the skill cost 100 TP. Then, assuming your skill ID is 10, change your battle command tag to this:
Would it be possible to apply a hidden state to the actor and then remove it? The state could seal the skill type, then all you would have to do is add an ! to the end of your current tag, like so:
After answering these questions, I realized I never, ever, ever mentioned the HIDE modifier anywhere. I added it as a part of verison 1.9 and never discussed it. I'll update the script's documentation and also add more info to the first post.
Yeah, skill types don't have a 'cost' for me to reference. There really isn't anywhere for me to add a conditional notetag on a skill type, either.
I think that would definitely work, sounds like It'll be easier on your end as well.Yeah, skill types don't have a 'cost' for me to reference. There really isn't anywhere for me to add a conditional notetag on a skill type, either.
If I added eval functionality so that you could use something like this:
i164-SType(Break):$((a.tp === 100 ? 19 : false))!
Would that work? I have an Enhanced Restrictions plugin, but there really isn't anywhere I can add restrictions to STypes that I can think of.
I would much rather add an eval feature to this plugin and find a way to make Enhanced Restrictions work for skill types, I'm just not sure if I can find a good place to put the notetags.
I'll put this at the top of my list for Enhanced Restrictions. I should have it done some time tomorrow.That actually looks really great, it looks like there can be tons of ways in order for a SkillType to active.
Especially if State: ID - Actor must have state ID applied. was added. That is definitely the thing that would fix my issue.