Equipment Learning

Dr.Yami

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Equipment Learning


Introduction

This script provides a feature which allows actors to learn skills through their equipments by earning Ability Point (AP). Player now can have one more way to learn skills.

Features

- Can learn more than 1 skill in an equipment.

- Can have different AP rate for each Actor or Class.

- Compatible with YEA - Victory Aftermath.

Screenshots

Download & Manual

Get them here

Credit

Yami
 
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It looks great Yami,thanks you very much for the script.

Just a little question,it is posible to create a patch for KMS generic Gauges?

Excuse me for my bad English and greetings from Argentina.

FF9 equip learn skills,good memories...
 
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omen613

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Awesome looking script Yami! I'll have to tinker with this one

Edit:

A suggestion would be to allow the actor to use the skill they are learning while gaining AP...from what I see...you can only use the skill once you mastered it.
 
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Malfim

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This can be done using traits =)
 
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Oops! Please excuse Malfim,i missundertood.

Edit.
 
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Malfim

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I was answering the dude's question, man lol

The skill can be used before you finish to learn it if you give the skill trait to the equipment, omen613
 
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ekomega

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Thanks for the script! Seems much better than Fomar’s or Yanfly’s implementations.

I have a problem, when using this script with Ace Equip Engine, the learnable skills don’t appear in the little window in Scene_Equip. This is assuming, of course, that the proper weapon/armor is equipped, the weapon/armor notetags are set.

When you select “Learn Skill” (or whatever you name the :command_learning) from the Equip menu, it toggles the little window on the right between Stats and Available Skills. If you leave the window toggled on Available Skills and then go to Equip, it lists the skills on the equipment you have equipped, which you can learn from the notetags on the equipment. But then if you go back to “Learn Skill”, the list is empty. So it only shows the skills in Available Skills for a particular equipment when a particular equipment is highlighted. But not all of the available skills you can learn from all of your equips.

Is that how it’s supposed to work? I think it would be great to show all of the skills from all the equipment you have equipped when you highlight Available Skills, and when you choose to equip a particular item, it should only show the skills from that item.

It also would be great if you could toggle between Stats and Available Skills with a button press.

Also, any chance of putting the learn skills command in the Skill scene? I’m not sure how to do it, but Yanfly did it with his Learn Skill engine. It would be a nice feature, if you feel like it.

Thanks a lot!
 

darmakwolf

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Attached is a picture of an issue I'm having. The system works PERFECTLY, I love your script! I will definitely credit you in my game, great work. The problem I'm having is that some skill names that are a bit longer and have higher AP requirements tend to overlap in the learning view window when equipping stuff. It is hard to read. What part of the code can I alter to squish the size of the text a bit? I looked through it myself and couldn't find the right bit of code to do so. Please let me know - thank you!

problem.bmp
 

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Dr.Yami

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Attached is a picture of an issue I'm having. The system works PERFECTLY, I love your script! I will definitely credit you in my game, great work. The problem I'm having is that some skill names that are a bit longer and have higher AP requirements tend to overlap in the learning view window when equipping stuff. It is hard to read. What part of the code can I alter to squish the size of the text a bit? I looked through it myself and couldn't find the right bit of code to do so. Please let me know - thank you!
Check method draw_item of class Window_EquipLearning (line 632)
 

darmakwolf

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Check method draw_item of class Window_EquipLearning (line 632)
Here we have:



Code:
  def draw_item(index)
    skill = @data[index]
    if skill
	  rect = item_rect(index)
	  rect.width -= 4
	  draw_ap(skill, rect.x + 2, rect.y, rect.width, enable?(skill))
	  draw_item_name(skill, rect.x, rect.y, enable?(skill))
    end
  end
I tried changing the rectangle width or the x values, it just shifts things around, I can't get the font to shrink so it has enough room to display without overlapping...
 

ekomega

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any help with my problem from above? 

With Yanfly Equip Engine Ace, it doesn't ever show all of the available skills that a player has from his equips (like in your screenshot), only by equip when a particular equip is highlighted. 

Thanks.
 

Treydon

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I am also curious about the above comment. Any way to make the skills show up while hovering over the item before equipping?
 

ArkhamVI

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Thanks for the script! Seems much better than Fomar’s or Yanfly’s implementations.

I have a problem, when using this script with Ace Equip Engine, the learnable skills don’t appear in the little window in Scene_Equip. This is assuming, of course, that the proper weapon/armor is equipped, the weapon/armor notetags are set.

When you select “Learn Skill” (or whatever you name the :command_learning) from the Equip menu, it toggles the little window on the right between Stats and Available Skills. If you leave the window toggled on Available Skills and then go to Equip, it lists the skills on the equipment you have equipped, which you can learn from the notetags on the equipment. But then if you go back to “Learn Skill”, the list is empty. So it only shows the skills in Available Skills for a particular equipment when a particular equipment is highlighted. But not all of the available skills you can learn from all of your equips.

Is that how it’s supposed to work? I think it would be great to show all of the skills from all the equipment you have equipped when you highlight Available Skills, and when you choose to equip a particular item, it should only show the skills from that item.

It also would be great if you could toggle between Stats and Available Skills with a button press.

Also, any chance of putting the learn skills command in the Skill scene? I’m not sure how to do it, but Yanfly did it with his Learn Skill engine. It would be a nice feature, if you feel like it.

Thanks a lot!
According to the site, you make a command to give you the option to show any skills you are learning (I used ':equip_skills' for example), then you place that same option in the CUSTOM COMMANDS sections, and then you place a handler called :command_learning in the handler part of the code.
 
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Aurorain

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Hey Yami, I noticed that there isn't a way to tag states using this script. Like, if I wanted to make a state that causes actors to not be able to gain any AP, how could I go about doing that? :unsure:
 
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sartha

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I was wondering if it would be possible to add into this script more variability in the weapon/armor notetags?

Example "Dark Shield"

<el skill: 300, 100%> (Meteor)

<el skill: 301, 200%> (Banish)

allowing you to learn Banish twice as fast with that shield as you would Meteor... I understand that I can do something similar by simply modifying Banish with <el require: x> tag but my game is being made with a similar magic learning system to Final Fantasy VI... different items teach the same spells at different rate (or at least that's how I want it to be) with the previous example there might be an accessory that teaches Meteor at 200% rate.

As my scripting knowledge is nearly nonexistant, I'd rather not mess around with it too much on my own ^.^;
 

Necromedes

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Ok. I REALLY need this script but it says the link is 404. Fix please? I would greatly appreciate it!
 

deathsia

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I got a problem, when I go to select the equip, I get a nilclass error on line 757.
 

fofay

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Excellent script ! 
but for some reason, even tho I set up everything in the skills, armor/weapons, enemies and actor notes, I can't get my characters to receive AP at all...
and for some reason, I can't use the skill that I'm learning (or is that supposed to work like that?).

and I receive an error when I start my game, saying " 'Yami - Equipment Learning' line 349: TypeError occured. Can't clone NilClass".
if I comment out lines 349 and 350, the game starts normally.
is maybe commenting those 2 lines and not receiving AP related in some way?

if any other info is needed, I'll supply it.
 

AriArk

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I was wondering whether I could disable this for all but one actor? Thanks :D
 

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