$D13x Skill Levels

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,203
First Language
Binary
Primarily Uses
RMMZ
$D13x - Skill Levels
Dekita


Introduction
 This script gives skills - levels.
 You can have different growth types, exp requirements, max level,
 level name and damage multiplier for each skill.
 Simple notetag usage.
 Plug-N-Play.

Screenshots



How to Use

Place Under Materials and Above Main

Full instructions and requirements in the script.

Script

LINK

Credit and Thanks
- Dekita / Dekita-RPG

Author's Notes :

Really thought i had already posted this script here... guess not :p
 

bobleponge83

Warper
Member
Joined
Aug 23, 2013
Messages
1
Reaction score
0
First Language
French
Primarily Uses
Hi !

I like your script, it helps me.

But, is it possible to increase "exp. skill points" when you gain a level ? And distribute "exp. skill points" to the skill you want ?

I'm not sure to be clear, then I give an exemple :

Character_01 is level 1. He has 2 skills : Skill_A (0 exp. skill points) and Skill_B (0 exp. skill points).

When he reaches the level 2, he gain 20 "exp. skill points".

He decides to spend 15 exp. skill points to Skill_A and 5 exp. skill points to Skill_B.

Is it possible to do something like that ?

Sorry for my english.  >_>
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,203
First Language
Binary
Primarily Uses
RMMZ
That would require a skill exp distribution system.

However, if you wanted him to simply gain a set value to each skill the actor knows, thats not that hard...
This should work but i havent tested it.

Code:
#===============================================================================module SEGOLU#===============================================================================   Formula = "@level * 10"    Show    = true  end#===============================================================================class Game_Actor < Game_Battler#===============================================================================  #--------------------------------------------------------------------------  # Alias List  #--------------------------------------------------------------------------  alias :aliasforlevlrandoo :level_up  #--------------------------------------------------------------------------  # Level Up (alias)  #--------------------------------------------------------------------------  def level_up    aliasforlevlrandoo  end  #--------------------------------------------------------------------------  # Gain Skill Exp On Level Up  #--------------------------------------------------------------------------  def run_skill_exp_gain_on_level    skills.each do |skill|      next unless skill != nil      increase_skill_exp(skill, eval(SEGOLU::Formula).to_i, SEGOLU::Show)    end  endend 
 

the Skye Mage

E=MC Squire
Veteran
Joined
Dec 30, 2012
Messages
154
Reaction score
5
First Language
english
Primarily Uses
I'm scared to use this script on my game and end up making it a clich'e rpg, but this looks a-flippin-mazing! be sure that I'll use this script at some point :p keep up the good work
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,203
First Language
Binary
Primarily Uses
RMMZ
just cause a game have "classic" rpg style systems, doesnt make it cliche'd . personally i feel more rpg games should use skill leveling systems, regardless of the way they impliment it ^_^
 

the Skye Mage

E=MC Squire
Veteran
Joined
Dec 30, 2012
Messages
154
Reaction score
5
First Language
english
Primarily Uses
just cause a game have "classic" rpg style systems, doesnt make it cliche'd . personally i feel more rpg games should use skill leveling systems, regardless of the way they impliment it ^_^
WELL said! I plan on usin this at some point :p
 

say.id

Event Designer
Member
Joined
Feb 13, 2013
Messages
6
Reaction score
0
First Language
Bahasa
Primarily Uses
actually, i love this script..

but i just wondering if the skill every level up, its MP cost also changed..

and maybe each level got different status effect, ex. level 1 got Poison, level 2 got poison and blind, etc..
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,203
First Language
Binary
Primarily Uses
RMMZ
Yes, as your skill levels the mp cost to use it also increases :)

There is currently no way to simply add features onto a skill with an increased level. I was going to include the ability to change the skill after a certain level, like, level up fire and it becomes fire 2, but that hasnt been implemented :p
 

Nedwal

Veteran
Veteran
Joined
Oct 31, 2014
Messages
31
Reaction score
7
First Language
German
Primarily Uses
Diabolic - i really love this script - mind me asking for a little customization for me?
my first language is german so i hope its written understandably and i don't come across some kind of rude or demanding or such. 

on top of having skill levels for each single skill i would love to be able to add up all skills from one element (f.e. fire I, fire II, fire aoe, fire dot etc.) to a secondary skill lvl group (f.e. Fire, Ice, Water, Earth.. Element) and all those together again to a tertiary skill lvl group or category (elemental magic, Dark/Light Magic).

so say i cast "fire I" i will get skill-up points for my fire I spell, but also in a second multiplier for all my fire skills and in a third one for all elemental magic skills together.

if i was using fire I for an eternity any other fire skill i would learn after that would be quite strong already due to the elemental and category bonus whereas a newly learned ice spell would have some boost due to the category lvl, none from the element or skill lvl though.

the damage for each spell of each element would then be calculated like this:

Skill_Base_dmg * Skill_Lvl_Multiplier * Element_lvl_multiplier * category_lvl_multiplier

Do you think you could work your magic a lil bit for me on this? ^.^ i think this could possibly be achieved by a few simple steps - possibly not, but with my little understanding whats happening in these scripts i couldn't possibly tell >,<
Thank you if you maybe consider helping me =)

Your resolution setter, item packs and key menu script also very much appreciated =D

 
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,203
First Language
Binary
Primarily Uses
RMMZ
Sorry, but that is far too specific for me to consider adding it. Its a very good idea though and I will keep it in mind for whenever I make changes to the script in the future. :)
 

GreaperGames

I Reap what I Sow
Member
Joined
Jun 7, 2015
Messages
3
Reaction score
0
First Language
Filipino
Primarily Uses
I keep getting an error saying:
Line 329 Error

Undefined Method 'load_stat_control' for class 'RPG:Skill'

pls help :(
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,203
First Language
Binary
Primarily Uses
RMMZ
I will assume you have not read and fulfilled the requirements, mainly the statistics core script. :)
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,203
First Language
Binary
Primarily Uses
RMMZ
lol, little chance tbh, I dont plan to update this script ever again :D

Side note: is Schala just incompatible with everything? :p
 

Firecat1311

Villager
Member
Joined
May 25, 2015
Messages
9
Reaction score
2
Primarily Uses
Okay so I've just got one minor problem that should be pretty simple to fix: I'm using one of Yanfly's scripts that condenses the skill menu in battles into a much smaller window, but when combined with your script it ends up looking like this:



So, all I really need to know is where I can find the part of your code where you handled the drawing position for the skill levels, so I can move it over a bit, because I wasn't able to find it on my own.
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,513
Reaction score
3,203
First Language
Binary
Primarily Uses
RMMZ
line 580++, method draw_item_name. :)
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,865
Messages
1,017,059
Members
137,575
Latest member
akekaphol101
Top