My Skill System

zanbato13

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In my game, the player gains skills not by leveling up. When they defeat a certain number of one type of enemy, they get a choice of skills to get from the enemy (ex. kill 10 Imps -> get a physical skill, magic skill, passive skill, or stat boost.).

OR

Kinda like above but after every single battle, you get those options. If you choose the same skill twice, it upgrades to a stronger version, eventually capping until you fight a stronger enemy that gives the same skill (ex. defeat Imp -> ice breath lvl. 1 -> lvl. 2 -> lvl. 3, caps -> ice dragon -> lvl. 4 -> lvl. 5 -> yada yada) That way it changes how grinding works and let's you boost your stats instead of leveling to increase stats. Leveling would do something else.

OR

Both of those systems where system #2 takes more than one battle to get the choices.

How can I implement any of those systems?

pros and cons of each? <- optional
 

Andar

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If you want that flexibility, the only way is a lot of common events - one for each possible group of update choices to be called when the condition is fulfilled.

There are some scripts available on the master script list that will give skill levels or learn skills by using or several other options, but each of those scripts is limited to one form of handling/advancement.

If you want to give the player only a choice between skills, you might be able to use one of those scripts, but if you want a choice between a skill and a non-skill (the stat boos mentioned above), you'll need a common event to post that choice and implement the results by commands like learn skill or change parameter.

Triggering those common events based on the number of battles is basically easy but time-consuming to set up. You'll need evented battles (if you want random battles, then you'll need to request a script for this), and in each of the events controlling one type of enemy, you add avariable "enemy type" +1 for each battle won and check to call the common event whenever the variable passes a triggering number.
 

zanbato13

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Looks like I'll need to request a script then. Anyone good I can ask on here? Thanks for your help, and which system sounds best? In my opinion, #1 is fair, #2 is fun and #3 is in between, but I'm leaning on #2 though.
 
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Maliki79

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That sounds like it would be a mixed blessing as far as gameplay goes.

Grinding is bad enough, but to have to grind against one or two particular enemies?!

I'd suggest a system where enemies drop crystals (or whatever) that can be exchanged for specific skills.

(30 Water crystals + 15 Earth Crystals + 40 Iron crystals = Lvl 1 Ice Slash)

(10 Water Crystals + 4 Life Crystals = Heal spell)

(100 Fire Crystals = +10 to Atk stat permanately)

Each enemy has a 100% chance to drop at least one kind of crystal.

Then you can make certain crystals rarer than others, giving people a reason to grind.

Just my 0.02.

Good luck!
 

Omnimental

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Doesn't seem that complicated to do with events.  Set up an event in each troop to increase the relevant variable when a creature is killed, then have a parallel process look for variables with the number above ten.  If a variable fulfills the condition, run the choice to learn and disable the variable.
 

Andar

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Doesn't seem that complicated to do with events.  Set up an event in each troop to increase the relevant variable when a creature is killed, then have a parallel process look for variables with the number above ten.  If a variable fulfills the condition, run the choice to learn and disable the variable.
Doesn't even need a parallel process, just check after each time the variable was increased.
 

Berylstone

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In my game, the player gains skills not by leveling up. When they defeat a certain number of one type of enemy, they get a choice of skills to get from the enemy (ex. kill 10 Imps -> get a physical skill, magic skill, passive skill, or stat boost.).
All you would have to do is write an event into your troop page that keeps track of when certain monsters die - then add to a variable so you can tell when the player is ready for a new skill.  Something like this:

If Enemy1's HP = 0

[Enemy1 Slain] = +1

If [Enemy1 Slain] = 10

"Your skill gain event"
 
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zanbato13

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@Maliki79 That sounds more like a crafting system to be honest, but I was going to plan around grinding for a specific enemy by having certain enemies show up only in their specific region, giving the idea that enemies have territories. Then I could also have many different types of enemies. Thanks for your 0.02 though.

@Omnimental, @Andar, @Berylstone Thank you for your help. You just made everything seem simpler in my head. That said, I still have to decide between #1, #2, and #3... I could also do something like Final Fantasy Legends and like what Maliki79 said.
 

zanbato13

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It isn't working. I have events in a troop battle for the 2 enemies so when they are each killed, the variable goes up 1. Then on the map is a parallel process event with the condition "variable is 2 or above" then showing text, choices, blah blah blah, but if I put the condition at "=1 or above", it works. What's wrong?
 
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Andar

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It isn't working. I have events in a troop battle for the 2 enemies so when they are each killed, the variable goes up 1. Then on the map is a parallel process event with the condition "variable is 2 or above" then showing text, choices, blah blah blah, but if I put the condition at "-1 or above", it works. What's wrong?
Please post screenshots of your events, we can't tell what you did wrong without seeing what you did (in those cases, it's usually simple to see - but if there is (for example) a typo in your event and you correct the typo in your description here, then we'll never find the error based on the description...
 

Berylstone

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It isn't working. I have events in a troop battle for the 2 enemies so when they are each killed, the variable goes up 1. Then on the map is a parallel process event with the condition "variable is 2 or above" then showing text, choices, blah blah blah, but if I put the condition at "-1 or above", it works. What's wrong?
From the sound of it I would guess the events during your troop battle aren't triggering.  Have you checked to see if the variable is actually 2 or above after the battle is over?

I should point out if you are going to use the Enemy HP = 0 condition you may need to change the enemy's state to immortal first and abort the battle yourself after adding to the variable.  What might be happening is the battle ends by default due to the priority of a downed state before your event increases the variable.
 
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zanbato13

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From the sound of it I would guess the events during your troop battle aren't triggering.  Have you checked to see if the variable is actually 2 or above after the battle is over?

I should point out if you are going to use the Enemy HP = 0 condition you may need to change the enemy's state to immortal first and abort the battle yourself after adding to the variable.  What might be happening is the battle ends by default due to the priority of a downed state before your event increases the variable.
That is exactly what is happening, but I don't know how to change the priority or work around it. Am I being stupid and there a tutorial I missed?
 
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Andar

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That is exactly what is happening, but I don't know how to change the priority or work around it. Am I being stupid and there a tutorial I missed?
The default triggers for battle events and battle spans are ... limited.

You might try one of Tsukihime's scripts to add more conditions, triggers or spans into the battle and then use those in your events,

(sorry, I don't have the links at the moment because the PC with the favorites died last weekend, and I hadn't had time to extract the data to this PC - you'll have to search for her blog or on the master script list)
 

zanbato13

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The default triggers for battle events and battle spans are ... limited.

You might try one of Tsukihime's scripts to add more conditions, triggers or spans into the battle and then use those in your events,

(sorry, I don't have the links at the moment because the PC with the favorites died last weekend, and I hadn't had time to extract the data to this PC - you'll have to search for her blog or on the master script list)
Okay, thank you. I wanted to add Tankentai's side view battle script. Would that interfere with Tsukihime's?
 

Andar

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Okay, thank you. I wanted to add Tankentai's side view battle script. Would that interfere with Tsukihime's?
That is an answer that probably no one can give, you have to test it for yourself.

However, I read that a lot of people around here stopped supporting Tankentai and developed their own battle scripts before I even joined the board as a user, and that there aren't many current requests for Tankentai as a lot of others followed their lead and are now using different sideview scripts like Symphony (which is the one with most option to customise grafic action sequences) or the more limited sideview battles from other scripters.

The reason given by most is that Tankentai is very difficult to set up correctly - if you already know how to set up Tankentai, it is probably still the best solution for you. If you think you'll need help implementing Tankentai, then you should probably test and compare it with the other scripts.

Compatibility issues might arise with any other battle script since Tsukihime usually only tests with the default - however, Tsulihime's scripts are usually very clean and modular, and in most cases there are no compatibility issues or they're quick to fix (especially if the other script is one that Tsukihime knows herself).
 

Berylstone

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That is exactly what is happening, but I don't know how to change the priority or work around it. Am I being stupid and there a tutorial I missed?
You're definitely not being stupid.  It's confusing, and the only reason I knew about the need for an immortal state was because of the tool tip on the editor.  Here is the link to Tsukihime's script if you don't want to go the immortal state route like I do.

http://himeworks.wor...phase-triggers/
 
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zanbato13

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@Berylstone Thank you for the link.

So, what's a better substitute for Tankentai that allows flexibility, custom animations, and such?

A script that changes the battle to look like a 2D Final Fantasy version but the menus are like Skies Of Arcadia so it looks like there is more room on the battlefield would be awesome.
 
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Andar

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So, what's a better substitute for Tankentai that allows flexibility, custom animations, and such?
As said in my post far above, Symphony is currently the only side viewer I know of that allows custom action sequences (=custom sequences of animation, movement and graphics) to be assigned to skills, actors and enemies.

If you want simply battler animations without attack movements on the screen, you can use several others - programming custom action sequences is a lot of work. But there are default action sequences in Symphony, so test that if you like it.
 

voymasa

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As said in my post far above, Symphony is currently the only side viewer I know of that allows custom action sequences (=custom sequences of animation, movement and graphics) to be assigned to skills, actors and enemies.

If you want simply battler animations without attack movements on the screen, you can use several others - programming custom action sequences is a lot of work. But there are default action sequences in Symphony, so test that if you like it.
Where can we find the Symphony Battle Script? I've been searching the forums for anyone that has a link to it.
 

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