Author Topic: [Resolved] Need some help with KGC_SkillCPSystem  (Read 52 times)

Offline Helios

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[Resolved] Need some help with KGC_SkillCPSystem
« on: November 06, 2018, 09:40:47 AM »
Here is the script:

http://ytomy.sakura.ne.jp/tkool/rpgtech/php/tech.php?tool=XP&cat=tech_xp/skill&tech=skill_cp

My question is, is there a way to determine whether a skill is currently equipped on an actor or not?
The skill conditional branch will always return true if the skill is learnt, reguardless if equipped in the CP system or not.
« Last Edit: November 06, 2018, 11:55:40 AM by Helios »

Offline KK20

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Re: [RMXP] Need some help with KGC_SkillCPSystem
« Reply #1 on: November 06, 2018, 10:04:15 AM »
Maybe use the script call:
Code: [Select]
$game_actors[ACTOR_ID].battle_skills.include?(SKILL_ID)replacing ACTOR_ID and SKILL_ID obviously.



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Offline Helios

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Re: [RMXP] Need some help with KGC_SkillCPSystem
« Reply #2 on: November 06, 2018, 11:55:05 AM »
Thanks! It worked. Strange, I actually tried that before posting here. Undefined method for battle_skills if I recall correctly.

Just to clarify, is the first actor 0 or 1 in RMXP? I remember something like the first actor should actually be 0 instead of 1. Maybe that was something else.
« Last Edit: November 06, 2018, 11:58:44 AM by Helios »

Offline Blizzard

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Re: [Resolved] Need some help with KGC_SkillCPSystem
« Reply #3 on: November 06, 2018, 05:30:02 PM »
It's 1. 0 is always nil so it's used internally to indicate "unassigned" or "nonexistent".
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