Way to recreate Breath of Fire III Skill Ink?

Aurorain

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For those that've never played Breath of Fire III, and aren't familiar with what Skill Ink is, it's an item that lets any character learn any skill(except the ones that are specific to those characters), by taking the skill you select, and putting it into a "skill storage". That selected skill is then lost from the character, however. Anyone know how could I go about setting something like that up? Or, would this be something that needs a script?  :unsure:

Visual aid:

 
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Engr. Adiktuzmiko

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This would definitely need a script since there is no event command that lets you select a skill...
 

Aurorain

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This would definitely need a script since there is no event command that lets you select a skill...
Yeah, that's true. I was thinking I might be able to somehow deal with this using a large number of conditional branches or something, but there'd just be way too many to deal with. Guess I'll have to ask around in the script requests, then. Thanks for the reply.  :)
 
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I'm with Engr. Adik here - even if this could be done with eventing, you'd spend way longer than you need to and it would be a very clumsy interface for the player.

On the other hand, I don't think it would be too hard to script.  The easiest way, if I understand your explanation of Skill Link correctly, is that you'd select a skill on an "alternate version" of the skill window, unlearn that skill, and be given an item (based on the skill's ID) that lets another character in your party learn the skill when used.  While I would be happy to take this as a small commission, I have a feeling you could probably get someone to do it for you for free in Script Requests.
 
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Aurorain

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Thanks for the offer, yeah I'll have to take it up in the script requests when I get around to it. The skill ink is actually used up to allow this process to happen, like a currency of sorts. If a character has the skill, a skill ink is used up, and it gets put in the skill storage to be shared with other characters.  :)
 
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Wavelength

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Oh, Skill Ink, not Skill Link. ^_^

I did miss that an "item" (or currency) needs to be used up, but the implementation would work basically the same way.  The function would simply need to be disabled if you don't have enough Ink left.  Alternatively, you could make it even cooler if all skills cost only 1 Ink to "store" by making Ink an item that brings you to the alternate version of the Skill screen (using SceneManager) when it's used.
 

Aurorain

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Oh, Skill Ink, not Skill Link. ^_^

I did miss that an "item" (or currency) needs to be used up, but the implementation would work basically the same way.  The function would simply need to be disabled if you don't have enough Ink left.  Alternatively, you could make it even cooler if all skills cost only 1 Ink to "store" by making Ink an item that brings you to the alternate version of the Skill screen (using SceneManager) when it's used.
You mean like after using the skill ink, it takes you to a scene that lets you swap skills freely? Mm, yeah that does sound better!  :D
 
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Tsukihime

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There is something missing in the description.


1. Put skill in storage (unclear concept)


2. Learn any skill with this "skill ink"


3. "Selected skill is lost"


Where does the learning come in? Seems like you're just losing skills.
 
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Aurorain

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There is something missing in the description.

1. Put skill in storage (unclear concept)

2. Learn any skill with this "skill ink"

3. "Selected skill is lost"

Where does the learning come in? Seems like you're just losing skills.
Basically, you take a skill that one character has learned, and put it in a storage so that other characters can learn it. Doing so causes the character that had said skill to unlearn it when it gets put in the storage. The process requires a skill ink though, so if you don't have one, you can't transfer a skill into the storage. This can be done with any skill that's allowed to be transferred into the storage(certain skills could be restricted from being able to be put into the storage).

But, Wave suggested(unless I misinterpreted it) that a skill ink be used up to simply open up the scene allowing for transfer of skills between characters, which I believe would work out a lot better, and is simpler than having an intermediary(the storage). Same thing with how the ink would work; Don't have one, can't use it.
 
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Tsukihime

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Transferring between characters is different from having an actual skill storage.


Transferring typically requires the characters to at least be in the party, whereas a skill storage provides more flexibility.


For example, suppose your game involves hiring mercenaries or something that will follow you around as long as you pay them their wages. Once they leave...no more skill transfer.


A skill storage allows you to dynamically add skills to the storage using script calls at anytime (eg: plot-driven events). You are not required to pull the skill from an existing actor.


Depending on you want to achieve, one solution may be more appropriate than the other.
 
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Kaelan

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You could use an unplayable actor called "Note" as a skill storage. Then every skill transaction is between two actors and you can make a simple general-case solution that always applies.
 

Aurorain

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Honestly, I would much prefer what I suggested first, being the storage. The other one's a good idea as well, but you're right in that it's better if certain party members like mercenaries leave, and if they were to have a skill they were given on them, then..well, that'd not work out too well for others.  :(

So, the process would be: Use a skill ink -> Go to the skill storage menu/scene -> Put a characters skill into storage -> Character that put said skill into the storage unlearns that skill -> Transfer that skill to another character if the player chooses to do so.   ;)
 
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