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Hello,
I have a rather specific problem regarding sealing skills. I know that it is possible to seal a skill if an actor/enemy is affected by an equip, a status, or similar. As well, it's possible to seal an entire skill group.
But what would I do if I changed the skill groups (which are, by default, sorted by MP/TP consumption) into things like offence/support, and still want only skills that consume one of the two sources to be sealed?
Say I have two magics and two TP skills, one MP attack/support and one TP attack/support. Attack skills and support skills are sorted together, respectively, but I want MP skills to be sealed. Is there a script to handle this easily? Like it goes "enter state numbers here, enter sealed skills here" and done?
Edit: I messed a bit around and got this so far (which naturally doesn't work because wrong code words).
Something like this should work, right?
I have a rather specific problem regarding sealing skills. I know that it is possible to seal a skill if an actor/enemy is affected by an equip, a status, or similar. As well, it's possible to seal an entire skill group.
But what would I do if I changed the skill groups (which are, by default, sorted by MP/TP consumption) into things like offence/support, and still want only skills that consume one of the two sources to be sealed?
Say I have two magics and two TP skills, one MP attack/support and one TP attack/support. Attack skills and support skills are sorted together, respectively, but I want MP skills to be sealed. Is there a script to handle this easily? Like it goes "enter state numbers here, enter sealed skills here" and done?
Edit: I messed a bit around and got this so far (which naturally doesn't work because wrong code words).
Code:
class Game_BattlerBase
def skill_conditions_met?(skill)
usable_item_conditions_met?(skill) &&
skill_wtype_ok?(skill) &&
skill_cost_payable?(skill) &&
!skill_sealed?(skill.id) &&
!skill_type_sealed?(skill.stype_id) &&
!(actor.state[2]==true &&skill.cost.mp > 0) &&
!(actor.state[3]==true &&skill.cost.tp > 0) &&
!actor.equipweapon[10]==true &&
!actor.equiparmor[4]==true
end
end
Something like this should work, right?
Last edited: