Request: Swap / Toggle Skills (function similar to Yanfly TP Manager?)

vanden

Gate Taker
Member
Joined
Nov 13, 2014
Messages
16
Reaction score
0
First Language
English
Primarily Uses
Hello! In my project I'm trying to implement a system in which an actor can only have one of several skills learned at a time.

The goal isn't to make the skills available / unavailable, because I would just seal skills if that were the case, but instead I would like them completely unlearned, because I'm using these skills as placeholders for passive abilities (which are applied if the actor knows the skill) and I would only like one passive ability applied per actor at a time.

For this reason, various "equipping skills" scripts don't really work either, because the characters still know the skills even if they are not equipped to go into battle.

Right now, I have it set up that using a skill calls a common event which has the actor learn another skill, the one holding the passive, and unlearn all the other passives, but this is kind of tedious because after the common event ends it sends the player back to the map (as opposed to remaining in the skills menu), and also does not show which skill is currently active.

Ideally, I would like something almost exactly like Yanfly's TP Manager, in terms of function and appearance and accessibility within the skills menu:

https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/tp-manager/

But with different skills toggled, and only having one learned at a time, instead of TP Modes.

Thank you in advance!
 

MeowFace

Meow
Veteran
Joined
Feb 22, 2015
Messages
1,034
Reaction score
184
First Language
Meowish
Primarily Uses
If you don't want common event to exit to map. there's a few way to do it. Tsukihime has a script that allow common event to run inside the menu without the need to exit to map.

Or you can simply add a script call to call the item/skill scene in the last line of your common event to force it return to item/skill scene after the process.

SceneManager.call(CLASS)where CLASS = the scene name

you can find all the default scene names in your script editor under scene.

eg. Scene_Skill
 

vanden

Gate Taker
Member
Joined
Nov 13, 2014
Messages
16
Reaction score
0
First Language
English
Primarily Uses
I tried adding that line to the common event and it did work as intended!

It did kind of fade the menu out and then back in, which is a little weird, so I think I'll try Tsukihime's script that you mentioned. 

Is this the one you mean?

http://forums.rpgmakerweb.com/index.php?/topic/11660-global-common-events/

If not, I'm afraid I don't know which one you're referring to.
 

MeowFace

Meow
Veteran
Joined
Feb 22, 2015
Messages
1,034
Reaction score
184
First Language
Meowish
Primarily Uses
yes the fade out is because it exits to map to run the commands then return to the menu with the script call.

and yes again, that's the script that enables common events in other scenes.
 

vanden

Gate Taker
Member
Joined
Nov 13, 2014
Messages
16
Reaction score
0
First Language
English
Primarily Uses
I installed the script, and added the proper <global common event> comment to the top of the common event as per the instructions, but nothing about it actually changed? 

Though I am using scripts that change the skills and status scenes. Yanfly's specifically. Is that causing it to not work as intended or am I just a fool and missed something obvious?

I will very happily take this if it works, but I'm also wondering if there's a way to indicate which one is currently active (like in the TP manager, the currently selected one has yellow text.) 

Does anyone know if it's possible to have characters learn and forget skills within an actual script?

I'm sorry for being so nitpicky about it. If worse comes to worst I could always attach the "skill learning / swapping" aspect of it to equippable items...
 

MeowFace

Meow
Veteran
Joined
Feb 22, 2015
Messages
1,034
Reaction score
184
First Language
Meowish
Primarily Uses
Not sure about that, since i didn't really use those scripts. Took a look into Tsukihime's script and seems like it's not the one for interpreter running. Try this one instead: http://forums.rpgmakerweb.com/index.php?/topic/11063-scene-interpreter/

And yes, i did mine with equipments too since that's a lot easier and fun (because this makes them craft-able, which means added fun for battle and ingredients collection). I simply add an equip slot/slot(s) for jewels with passive buffs to do what i need.

You can try this script if you are going that route.

http://forums.rpgmakerweb.com/index.php?/topic/50873-auto-equip-slots-beginner-friendly/
 

vanden

Gate Taker
Member
Joined
Nov 13, 2014
Messages
16
Reaction score
0
First Language
English
Primarily Uses
It worked perfectly! Thank you very much for the help!

Now, I'm actually a little torn though, because after thinking about it for a little bit I kind of like the "attaching it to items" idea? For the reasons you stated, and most importantly, because there's still no way of indicating which passive is currently "on."

So even though it works, I might... just change my approach to item equips instead? I feel super foolish, omg.

Though if there's anyway to change icons, text color, etc I would rather have it within the skill scene, but otherwise? I think I might actually be better off attaching the skills learnt to items, instead. Good grief. Thank you for all your help regardless!

I'd like to leave this topic open though, just in case anyone knows how I could do the alternatives I mentioned above.
 

MeowFace

Meow
Veteran
Joined
Feb 22, 2015
Messages
1,034
Reaction score
184
First Language
Meowish
Primarily Uses
You are welcome!

Yup, i went through that before myself so i know how you feel. :p

Ended up making a game with no levelling system (every 100 exp heals the actor and reset to 0)

and the only way to get strong is by equipment and crafting.

Attack Skills are attached to weapons (so changing weapons = change skill) and Buff skills are attached to accessories.

While permanent buffs are attached to a special Jewel equipment where i can limit each actor to use only one at a time.
 

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

Latest Threads

Latest Profile Posts

Don't forget, aspiring writers: Personality isn't what your characters do, it is WHY they do it.
Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
The biggest debate we need to complete on which is better, Waffles or Pancakes?
rux
How is it going? :D
Day 9 of giveaways! 8 prizes today :D

Forum statistics

Threads
106,051
Messages
1,018,549
Members
137,837
Latest member
Dabi
Top