My Skill System

zanbato13

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Thank you all for your help. While the master list is helpful, I was wondering if there was a simple top ten list or a shorted recommended list ^.^'
 

kerbonklin

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Thank you all for your help. While the master list is helpful, I was wondering if there was a simple top ten list or a shorted recommended list ^.^'
Use the power of Ctrl + F

And just type a keyword lol. (While on the master script list page)
 
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zanbato13

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Use the power of Ctrl + F

And just type a keyword lol. (While on the master script list page)
Well, ya but what should I add? What's most highly recommended?
 

Maliki79

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We can't really tell you which are worth using.

For the most part, it's personal choice.

You have to look through the list and find something that you'd like to work with on your own.

If you already know a popular game system and want to find something similar, we can possibly help you there.

But if you don't, you really will have to experiment and find what you like as well as what you can handle.

As you undoubtebly know, some of those scripts are plenty advanced!
 

Andar

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Thank you all for your help. While the master list is helpful, I was wondering if there was a simple top ten list or a shorted recommended list ^.^'
  
Well, ya but what should I add? What's most highly recommended?
There is no "top ten" or most used scripts, because that completely depends on a game's context.


There are also compatibility issues forcing people to use different scripts for the same result.


For example, there are about a dozen different battle systems available - but you can't say one is better than the other, because they have different displays and properties (sideview or front view or map view, turn-based or action-based or realtime, animated or not, ...)
 

zanbato13

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After messing around with the master list a bit and adding stuff I liked, I feel like I've made huge improvements in my game.
 

zanbato13

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Is there a way to prevent choices from showing up after they are chosen? I have an event that runs after a variable is reached. The player is given choices and is given a state from the one he chose (the state acts as a passive skill). How can I prevent the chosen choice from reoccurring in the event?
 

voymasa

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Is there a way to prevent choices from showing up after they are chosen? I have an event that runs after a variable is reached. The player is given choices and is given a state from the one he chose (the state acts as a passive skill). How can I prevent the chosen choice from reoccurring in the event?
Use a switch. I assume you are using an event (common or otherwise).

Okay, I'll add some more depth. If your skills are in a series or stages, try setting up those switches so they reflect that (i.e. FireSwordLv1, FireSwordLv2, etc. where each is turned on when sword skills from the fire element are learned), in order to help organization and not forget why you made the switch in the first place.
 
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zanbato13

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Use a switch. I assume you are using an event (common or otherwise).

Okay, I'll add some more depth. If your skills are in a series or stages, try setting up those switches so they reflect that (i.e. FireSwordLv1, FireSwordLv2, etc. where each is turned on when sword skills from the fire element are learned), in order to help organization and not forget why you made the switch in the first place.
I thought about using switches and alot of events, but I feel like there has to be a faster method. The skills are not in a series and are added when they choose from the available choices. If I set up 4 choices initially, then next time I want 3 choices without the one they got last time.

example:

1st Time

Blah Blah

Yada Yada

Some Other Thing

Fourth Option

Player chooses Fourth Option.

2nd Time

Blah Blah

Yada Yada

Some Other Thing
 

voymasa

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I thought about using switches and alot of events, but I feel like there has to be a faster method. The skills are not in a series and are added when they choose from the available choices. If I set up 4 choices initially, then next time I want 3 choices without the one they got last time.

example:

1st Time

Blah Blah

Yada Yada

Some Other Thing

Fourth Option

Player chooses Fourth Option.

2nd Time

Blah Blah

Yada Yada

Some Other Thing
This will require ALOT of planning, though it could still be done via eventing. Try grouping your skill "sets" (those groups of 4 options that you want available to the player), and determining what the prerequisites of the player even getting to choose from them are (such as a certain level, class, or piece of equipment/set of equipment). Then set up the conditional branches using both switches AND variables (you could use the variable to see how many of them the character already learned from that set, or whatever your mind can conceive). You can even, for organizational purposes, set up a common event separately for each skill "set". Think and ponder on it.
 

Berylstone

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I thought about using switches and alot of events, but I feel like there has to be a faster method. The skills are not in a series and are added when they choose from the available choices. If I set up 4 choices initially, then next time I want 3 choices without the one they got last time.

example:

1st Time

Blah Blah

Yada Yada

Some Other Thing

Fourth Option

Player chooses Fourth Option.

2nd Time

Blah Blah

Yada Yada

Some Other Thing
Maybe you could try using pictures?  That might be easier than trying to navigate so many possibilities.  For example:

Picture1: Blah Blah

Picture2: Yada Yada

Picture3: Some Other Thing

Picture4 Fourth Option

Then line them up with your show choices.  Just remove them one at a time as the player selects them.

Show Choices: 1,2,3,4

When [1]

Remove Picture:1

When [2]

Remove Picture:2

When [3]

Remove Picture:3

When [4]

Remove Picture:4
 

Celianna

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I thought about using switches and alot of events, but I feel like there has to be a faster method. The skills are not in a series and are added when they choose from the available choices. If I set up 4 choices initially, then next time I want 3 choices without the one they got last time.


example:


1st Time


Blah Blah


Yada Yada


Some Other Thing


Fourth Option


Player chooses Fourth Option.


2nd Time


Blah Blah


Yada Yada


Some Other Thing
There's actually a script for that now, I think it's by Tsukihime called conditional choices, or something close to it.
 

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