[VX] SkillScript Simple 1.1

Started by Twb6543, June 04, 2011, 07:02:54 am

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Twb6543

June 04, 2011, 07:02:54 am Last Edit: July 18, 2011, 01:39:10 pm by Twb6543
Skill Script Simple
Authors: Twb6543
Version: 1.1
Type: Skill Script Base/Core
Key Term: Misc Add-on



Introduction
QuoteCreative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
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Noncommercial. You may not use this work for commercial purposes.

Share alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.

- For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.

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- Nothing in this license impairs or restricts the authors moral rights.


This script is the simplified and WORKING version of my original Skill Script that can still be found on chaos-project.com. This is the 7th Generation of this script (Spanning across Xp and VX), and may not include all the features the previous generations contained.


Features


  • Easy Skill Creation

  • Add/Sub/Set/Check/Show xp/level/temporary level

  • Capped Xp and Level

  • 2 options - Auto set temp to level when level up, Cap temp to level




Screenshots

N/A


Demo
DEMO 0.8
Mirror
Also see the Scripts Below


Script
Currently their are three sections - 2 Code sections (1 Setup and 1 Coded Commands) - 1 Documentation section. sections with * are required (all except Documentation)
Download .txt files of each section here...
- *Set-up -
- *Body -
- Documentation -
Documentation: ShowHide

#===============================================================================
# SkillScript Simple
# Ver 1.1
# By Twb6543
#===============================================================================

#===============================================================================
# Introduction:
#
# This script is the simplified and WORKING version of my original Skill Script
# that can still be found on chaos-project.com.
# This is the 7th Generation of this script (Spanning across Xp and VX), and
# may not include all the features the previous generations contained.
#
#===============================================================================

#===============================================================================
# Instructions:
#
# - Installation -
# Install bellow Class Game and above the main and any plugins for this script
# Plugin and change the options in the Initialisation section.
#
# - Requirements -
#
# - Usage -
# The Script automatically creates a new global variable called $skillscript
# which can (/mostly will) be used to call any command or function of the
# script.
# Use $skillscript.* // With the * being the command to carry out that function
# of the script
#
#===============================================================================

#===============================================================================
# Command List:
#
# // * is representitive of $skillscript
# o *.skill(NAME) // USE '' surrounding the Name
#  - uses NAME to set the skill, use any _NAME_ listed in $Skill_Name except
#    from 'Empty'
#
# o *.levelup?(SKILL) // USE "" surrounding the Skill
#   // This command is not normally used
#  - check if xp is higher than the required xp to level up in the skill SKILL,
#    use any Skill listed in $Skill_Name except from "Empty"
#
# o *.xpfromlevel(SKILL) // USE "" surrounding the Skill
#   // This command is not normally used
#  - sets the xp to the xp required to reach a level in the skill SKILL.
#
# o *.levelfromxp(SKILL,reset) // USE "" surrounding the Skill
#   // This command is not normally used
#  - sets the level according to the xp in the skill SKILL.
#  - if reset != 0 then resettemp will be called
#
# o *.tempcheck(SKILL) // USE "" surrounding the Skill
#  - checks if the temporary level of skill SKILL is smaller than or larger
#    than the limmits
#
# o *.resettemp(SKILL) // USE "" surrounding the Skill
#  - resets temporary level of skill SKILL to the level of skill SKILL
#
# o *.addxp(num) // USE a Number
#  - adds xp to the skill set by the command *.skill
#
# o *.addlvl(num) // USE a Number
#  - add levels to the skill set by the command *.skill
#
# o *.addtemp(num) // USE a Number
#  - adds temp lvls to the skill set by the command *.skill
#
# o *.subxp(num) // USE a Number
#  - subtracts xp from the skill set by the command *.skill
#
# o *.sublvl(num) // USE a Number
#  - subtracts levels from the skill set by the command *.skill
#
# o *.subtemp(num) // USE a Number
#  - subtracts temp lvls from the skill set by the command *.skill

# o *.setxp(num) // USE a Number
#  - Sets the xp to num in the skill set by the command *.skill
#
# o *.setlvl(num) // USE a Number
#  - Sets the level to num in the skill set by the command *.skill
#
# o *.settemp(num) // USE a Number
#  - Sets the temp lvl to num in the skill set by the command *.skill
#
#o *.checkxp(skill,num,a) // USE a Number for num and skill ""
#  - Sets $Skill_Check_results to true if skill's xp is >= num, if a is ! 0 then
#    returns true or false instead. Can leave a out...
#
# o *.checklvl(skill,num,a) // USE a Number for num and skill ""
#  - Sets $Skill_Check_results to true if skill's lvl is >= num, if a is ! 0
#    then returns true or false instead. Can leave a out...
#
# o *.checktemp(skill,num,a) // USE a Number for num and skill ""
#  - Sets $Skill_Check_results to true if skill's temp level is >= num, if a is
#    ! 0 then returns true or false instead. Can leave a out...
#
# o *.show(which,varid1,varid2,varid3)
#  - if which is 1 then sets game_variables[varid1] to xp of $Skill
#  - if which is 2 then sets game_variables[varid1] to lvl of $Skill
#  - if which is 3 then sets game_variables[varid1] to temp of $Skill
#  - if which is 4 then sets game_variables[varid1] to xp of $Skill and sets
#    game_variables[varid2] to lvl of $Skill
#  - if which is 5 then sets game_variables[varid1] to xp of $Skill and sets
#    game_variables[varid2] to temp of $Skill
#  - if which is 6 then sets game_variables[varid1] to lvl of $Skill and sets
#    game_variables[varid2] to temp of $Skill
#  - if which is 7 then sets game_variables[varid1] to xp of $Skill and sets
#    game_variables[varid2] to lvl of $Skill and sets game_variables[varid3]
#    to temp of $Skill
#
#===============================================================================

#===============================================================================
# Compatibility Problems:
#
# Version 1.0
# - None Known
#
#===============================================================================

#===============================================================================
# Version History and Change Log:
#
#  - Version 1.1 - Bug Fixes
#  - Version 1.0 - Initial Release
#
#===============================================================================

#===============================================================================
# Contact Information and Author Notes:
#
# - Contact Information -
# http://forum.chaos-project.com
# Twb6543
#
# Thread:
# http://forum.chaos-project.com/index.php/topic,
#
# - Author Notes -
# None Really
#===============================================================================

*Initialization and Setup: ShowHide

#===============================================================================
# Aliasing
#===============================================================================
# Alias the neccessary methods to change SkillScript_Simple to $skillscript
# // Is currently here do to strange errors if I place it anywhere else
# (might not happen to other users)...
#===============================================================================
class Scene_Title < Scene_Base
 
 alias :old_skillscript_create_game_objects :create_game_objects
 def create_game_objects
   old_skillscript_create_game_objects
   $skillscript = SkillScript_Simple.new
 end
 
end

class Scene_File < Scene_Base
 
 alias :old_skillscript_write_save_data :write_save_data
 def write_save_data(file)
   old_skillscript_write_save_data(file)
   Marshal.dump($skillscript, file)
 end
 
 alias :old_skillscript_read_save_data :read_save_data
 def read_save_data(file)
   $skillscript = Marshal.load(file)
   old_skillscript_read_save_data(file)
 end
 
end

#===============================================================================
# Class SkillScript_Simple Base Ver 1.1
# by Twb6543
#===============================================================================
# Adds a base to allow users to create skills
# use $skillscript.command to use a command ...
# All variables are preset (e.g. *.skill(NAME="Empty"))
# Change options on lines:
# 52, 57, ...
#===============================================================================
class SkillScript_Simple
 
 attr_accessor :_SkillScript_Option_Temporary_Cap
 
 def initialize
   
   # Whether the script should cap the temporary level to the level of the
   # skill relating to it...
   @@_SkillScript_Option_Temporary_Cap = false
   
   # Whether if a skill levels up should the temporary level be set to
   # the level of the $Skill
   # 0 = False/no - Anything else = yes
   @@_RESETTEMPAUTO_ = 1
   
   # $Skill = _NAME_
   $Skill = 'Skill_A' # Change this to whatever name you wish
   
   # Do not change
   $Skill_Check_result = false
   
   # The skill name that will be used to call up data
   # Skill => _NAME_
   $Skill_Name = {
   "Skill_A" => 'Skill_A',
   "Skill_B" => 'Skill_B',
   "Skill_C" => 'Skill_C',
   "Skill_D" => 'Skill_D',
   "Skill_E" => 'Skill_E',
   "Skill_F" => 'Skill_F',
   "Skill_G" => 'Skill_G',
   "Skill_H" => 'Skill_H',
   "Skill_I" => 'Skill_I',
   "Skill_J" => 'Skill_J',
   "Skill_K" => 'Skill_K',
   "Skill_L" => 'Skill_L',
   "Skill_M" => 'Skill_M',
   "Skill_N" => 'Skill_N',
   "Skill_O" => 'Skill_O',
   "Skill_P" => 'Skill_P',
   "Skill_Q" => 'Skill_Q',
   "Skill_R" => 'Skill_R',
   "Skill_S" => 'Skill_S',
   "Skill_T" => 'Skill_T',
   "Skill_U" => 'Skill_U',
   "Skill_V" => 'Skill_V',
   "Skill_W" => 'Skill_W',
   "Skill_X" => 'Skill_X',
   "Skill_Y" => 'Skill_Y',
   "Skill_Z" => 'Skill_Z',
   "Skill_Empty" => 'Skill_Empty' # Do Not Change
   }
   
   # The starting level of the skill
   # Skill => _LEVEL_
   $Skill_Level = {
   "Skill_A" => 1,
   "Skill_B" => 1,
   "Skill_C" => 1,
   "Skill_D" => 1,
   "Skill_E" => 1,
   "Skill_F" => 1,
   "Skill_G" => 1,
   "Skill_H" => 1,
   "Skill_I" => 1,
   "Skill_J" => 1,
   "Skill_K" => 1,
   "Skill_L" => 1,
   "Skill_M" => 1,
   "Skill_N" => 1,
   "Skill_O" => 1,
   "Skill_P" => 1,
   "Skill_Q" => 1,
   "Skill_R" => 1,
   "Skill_S" => 1,
   "Skill_T" => 1,
   "Skill_U" => 1,
   "Skill_V" => 1,
   "Skill_W" => 1,
   "Skill_X" => 1,
   "Skill_Y" => 1,
   "Skill_Z" => 1,
   "Skill_Empty" => 1 # Do not change
   }
   
   # The starting xp of the skill
   # Must be equal or in the xp boundary for the level
   # set above // Look at the table below
   # Skill => _XP_
   $Skill_Xp = {
   "Skill_A" => 1,
   "Skill_B" => 1,
   "Skill_C" => 1,
   "Skill_D" => 1,
   "Skill_E" => 1,
   "Skill_F" => 1,
   "Skill_G" => 1,
   "Skill_H" => 1,
   "Skill_I" => 1,
   "Skill_J" => 1,
   "Skill_K" => 1,
   "Skill_L" => 1,
   "Skill_M" => 1,
   "Skill_N" => 1,
   "Skill_O" => 1,
   "Skill_P" => 1,
   "Skill_Q" => 1,
   "Skill_R" => 1,
   "Skill_S" => 1,
   "Skill_T" => 1,
   "Skill_U" => 1,
   "Skill_V" => 1,
   "Skill_W" => 1,
   "Skill_X" => 1,
   "Skill_Y" => 1,
   "Skill_Z" => 1,
   "Skill_Empty" => 1 # Do not change
   }
   
   # The starting temporary level of the skill,
   # Can be between or equal to 0 and the starting level of the
   # skill
   # Skill => _TEMP_
   $Skill_Temp = {
   "Skill_A" => 1,
   "Skill_B" => 1,
   "Skill_C" => 1,
   "Skill_D" => 1,
   "Skill_E" => 1,
   "Skill_F" => 1,
   "Skill_G" => 1,
   "Skill_H" => 1,
   "Skill_I" => 1,
   "Skill_J" => 1,
   "Skill_K" => 1,
   "Skill_L" => 1,
   "Skill_M" => 1,
   "Skill_N" => 1,
   "Skill_O" => 1,
   "Skill_P" => 1,
   "Skill_Q" => 1,
   "Skill_R" => 1,
   "Skill_S" => 1,
   "Skill_T" => 1,
   "Skill_U" => 1,
   "Skill_V" => 1,
   "Skill_W" => 1,
   "Skill_X" => 1,
   "Skill_Y" => 1,
   "Skill_Z" => 1,
   "Skill_Empty" => 1 # Do not change
   }
   
   # The Maximum level in a skill that can be reached must be
   # bellow or equal to the highest level set in the Really
   # Long List of Hashes Containing the Xp required for Each Levels
   # Skill => _MAXLEVEL_
   $Skill_Max_Level = {
   "Skill_A" => 100,
   "Skill_B" => 100,
   "Skill_C" => 100,
   "Skill_D" => 100,
   "Skill_E" => 100,
   "Skill_F" => 100,
   "Skill_G" => 100,
   "Skill_H" => 100,
   "Skill_I" => 100,
   "Skill_J" => 100,
   "Skill_K" => 100,
   "Skill_L" => 100,
   "Skill_M" => 100,
   "Skill_N" => 100,
   "Skill_O" => 100,
   "Skill_P" => 100,
   "Skill_Q" => 100,
   "Skill_R" => 100,
   "Skill_S" => 100,
   "Skill_T" => 100,
   "Skill_U" => 100,
   "Skill_V" => 100,
   "Skill_W" => 100,
   "Skill_X" => 100,
   "Skill_Y" => 100,
   "Skill_Z" => 100,
   "Skill_Empty" => 1 # Do not change
   }
   
   # The Maximum xp in a skill that can be reached, must be higher
   # than 1
   # Skill => _MAXXP_
   $Skill_Max_Xp = {
   "Skill_A" => 2000000000,
   "Skill_B" => 2000000000,
   "Skill_C" => 2000000000,
   "Skill_D" => 2000000000,
   "Skill_E" => 2000000000,
   "Skill_F" => 2000000000,
   "Skill_G" => 2000000000,
   "Skill_H" => 2000000000,
   "Skill_I" => 2000000000,
   "Skill_J" => 2000000000,
   "Skill_K" => 2000000000,
   "Skill_L" => 2000000000,
   "Skill_M" => 2000000000,
   "Skill_N" => 2000000000,
   "Skill_O" => 2000000000,
   "Skill_P" => 2000000000,
   "Skill_Q" => 2000000000,
   "Skill_R" => 2000000000,
   "Skill_S" => 2000000000,
   "Skill_T" => 2000000000,
   "Skill_U" => 2000000000,
   "Skill_V" => 2000000000,
   "Skill_W" => 2000000000,
   "Skill_X" => 2000000000,
   "Skill_Y" => 2000000000,
   "Skill_Z" => 2000000000,
   "Skill_Empty" => 1 # Do not change
   }
   
   # Default Skill Table
   # Level => _XP_
   $Skill_Xp_Table = {
     1  =>     0, 31 =>  14833, 61 =>  302288, 91  =>   5902831,
     2  =>    83, 32 =>  16456, 62 =>  333804, 92  =>   6517253,
     3  =>   174, 33 =>  18247, 63 =>  368599, 93  =>   7195629,
     4  =>   276, 34 =>  20224, 64 =>  407015, 94  =>   7944614,
     5  =>   388, 35 =>  22406, 65 =>  449428, 95  =>   8771558,
     6  =>   512, 36 =>  24815, 66 =>  496254, 96  =>   9684577,
     7  =>   650, 37 =>  27473, 67 =>  547953, 97  =>  10692629,
     8  =>   801, 38 =>  30408, 68 =>  605032, 98  =>  11805606,
     9  =>   969, 39 =>  33648, 69 =>  668051, 99  =>  13034431,
     10 =>  1154, 40 =>  37224, 70 =>  737627, 100 =>  14391160,
     11 =>  1358, 41 =>  41171, 71 =>  814445, 101 =>  15889109,
     12 =>  1584, 42 =>  45529, 72 =>  899257, 102 =>  17542976,
     13 =>  1833, 43 =>  50339, 73 =>  992895, 103 =>  19368992,
     14 =>  2107, 44 =>  55649, 74 => 1096278, 104 =>  23611006,
     15 =>  2411, 45 =>  61512, 75 => 1210421, 105 =>  23611006,
     16 =>  2746, 46 =>  67983, 76 => 1336443, 106 =>  26068632,
     17 =>  3115, 47 =>  75127, 77 => 1475581, 107 =>  28782069,
     18 =>  3523, 48 =>  83014, 78 => 1629200, 108 =>  31777943,
     19 =>  3973, 49 =>  91721, 79 => 1798808, 109 =>  35085654,
     20 =>  4470, 50 => 101333, 80 => 1986068, 110 =>  38737661,
     21 =>  5018, 51 => 111945, 81 => 2192818, 111 =>  42769801,
     22 =>  5624, 52 => 123660, 82 => 2421087, 112 =>  47221641,
     23 =>  6291, 53 => 136594, 83 => 2673114, 113 =>  52136869,
     24 =>  7028, 54 => 150872, 84 => 2951373, 114 =>  57563718,
     25 =>  7842, 55 => 166636, 85 => 3258594, 115 =>  63555443,
     26 =>  8740, 56 => 184040, 86 => 3597792, 116 =>  70170840,
     27 =>  9730, 57 => 203254, 87 => 3972294, 117 =>  77474828,
     28 => 10824, 58 => 224466, 88 => 4385776, 118 =>  85539082,
     29 => 12031, 59 => 247886, 89 => 4842295, 119 =>  94442737,
     30 => 13363, 60 => 273742, 90 => 5346332, 120 => 104273167, }
   
 end
 
end

*Main Body (Coded Commands): ShowHide

#===============================================================================
# Main - SkillScript_Simple Ver 1.1
#===============================================================================
class SkillScript_Simple
 
 def skill(skill="Empty")
   
   if $Skill_Name.has_value?(skill) == true
     
     $Skill = $Skill_Name.index(skill)
     
   else

     $Skill = $Skill_Name["Empty"]
     
   end
   
 end
 
 def levelup?(skill="Empty")
   
   if $Skill_Name.has_key?(skill) == true and skill != "Empty"
     
     if $Skill_Xp[skill] > $Skill_Max_Xp[skill]
       
       $Skill_Xp[skill] = $Skill_Max_Xp[skill]
       levelfromxp(skill,@@_RESETTEMPAUTO_)
       
     end
     
     if $Skill_Xp[skill] < 0
       
       $Skill_Xp[skill] = 0
       levelfromxp(skill,@@_RESETTEMPAUTO_)
     
     end
   
     if $Skill_Xp[skill] >= $Skill_Xp_Table[$Skill_Level[skill]+1]
     
       levelfromxp(skill,@@_RESETTEMPAUTO_)
     
     end
     
   end
   
 end
 
 def xpfromlevel(skill="Empty")
   
   if skill != "Empty" and $Skill_Name.has_key?(skill) == true
     $Skill_Xp[skill] = $Skill_Xp_Table[$Skill_Level[skill]]
   end
   
 end
 
 def levelfromxp(skill="Empty",reset=0)
   
   if skill != "Empty" and $Skill_Name.has_key?(skill) == true
     $Skill_Xp_Table.each_key do |i|
       if $Skill_Xp[skill] >= $Skill_Xp_Table[i]
         $Skill_Level[skill] = i
       end
     end
     
     if reset != 0
       
       resettemp(skill)
       
     end
   end
   
 end
 
 def tempcheck(skill="Empty")
   
   if $Skill != "Empty" and $Skill_Name.has_key?(skill) == true
     
     if $Skill_Temp[skill] < 0
       
       $Skill_Temp[skill] = 0
       
     end
     
     if @@_SkillScript_Option_Temporary_Cap == true and $Skill_Temp[skill] > $Skill_Level[skill]
       
       $Skill_Temp[skill] = $Skill_Level[skill]
       
     end
     
   end
   
 end
 
 def resettemp(skill="Empty")
   
   if $Skill != "Empty" and $Skill_Name.has_key?(skill) == true
     
     $Skill_Temp[skill] = $Skill_Level[skill]
     
   end
   
 end
 
 def addxp(num=0)
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Xp[$Skill] += num
   levelup?($Skill)
   
 end
 
 def addlvl(num=0)
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Level[$Skill] += num
   xpfromlevel($Skill)
   
 end
 
 def addtemp(num=0)
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Temp[$Skill] += num
   tempcheck($Skill)
   
 end
 
 def subxp(num=0)
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Xp[$Skill] -= num
   levelup?($Skill)
   
 end
 
 def sublvl(num=0)
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Level[$Skill] -= num
   xpfromlevel($Skill)
   
 end
 
 def subtemp(num=0)
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Temp[$Skill] -= num
   tempcheck($Skill)
   
 end
 
 def setxp(num=$Skill_Xp[$Skill])
   
   if $Skill == "Empty"
     
     num = 1
     
   end
   
   $Skill_Xp[$Skill] = num
   levelup?($Skill)
   
 end
 
 def setlvl(num=$Skill_Level[$Skill])
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Level[$Skill] = num
   xpfromlevel($Skill)
   
 end
 
 def settemp(num=$Skill_Temp[$Skill])
   
   if $Skill == "Empty"
     
     num = 0
     
   end
   
   $Skill_Temp[$Skill] = num
   tempcheck($Skill)
   
 end
 
 def checkxp(skill="Empty",num=0,a=0)
   
   if skill != "Empty" and $Skill_Name.has_value?(skill) == true
     
     $Temp_Skill = $Skill_Name.index(skill)
     
     if $Skill_Xp[$Temp_Skill] >= num
       
       if a != 0
         
         return true
         
       else
         
         $Skill_Check_result = true
         
       end
       
     else
       
       if a != 0
         
         return false
         
       else
         
         $Skill_Check_result = false
         
       end
       
     end
     
   end
   
 end
 
 def checklvl(skill="Empty",num=0,a=0)
   
   if skill != "Empty" and $Skill_Name.has_value?(skill) == true
     
     $Temp_Skill = $Skill_Name.index(skill)
     
     if $Skill_Level[$Temp_Skill] >= num
       
       if a != 0
         
         return true
         
       else
         
         $Skill_Check_result = true
         
       end
       
     else
       
       if a != 0
         
         return false
         
       else
         
         $Skill_Check_result = false
         
       end
       
     end
     
   end
   
 end
 
 def checktemp(skill="Empty",num=0,a=0)
   
   if skill != "Empty" and $Skill_Name.has_value?(skill) == true
     
     $Temp_Skill = $Skill_Name.index(skill)
     
     if $Skill_Temp[$Temp_Skill] >= num
       
       if a != 0
         
         return true
         
       else
         
         $Skill_Check_result = true
         
       end
       
     else
       
       if a != 0
         
         return false
         
       else
         
         $Skill_Check_result = false
         
       end
       
     end
     
   end
   
 end
 
 def show(which=0,varid1=0,varid2=0,varid3=0)
   
   if $Skill != "Empty"
     
     if which == 1 or which == "Xp"
       
       $game_variables[varid1] = $Skill_Xp[$Skill]
       
     elsif which == 2 or which == "Level"
       
       $game_variables[varid1] = $Skill_Level[$Skill]
       
     elsif which == 3 or which == "Temp"
       
       $game_variables[varid1] = $Skill_Temp[$Skill]
       
     elsif which == 4 or which == "Xp and Level"
       
       $game_variables[varid1] = $Skill_Xp[$Skill]
       $game_variables[varid2] = $Skill_Level[$Skill]
       
     elsif which == 5 or which == "Xp and Temp"
       
       $game_variables[varid1] = $Skill_Xp[$Skill]
       $game_variables[varid2] = $Skill_Temp[$Skill]
       
     elsif which == 6 or which == "Level and Temp"
       
       $game_variables[varid1] = $Skill_Level[$Skill]
       $game_variables[varid2] = $Skill_Temp[$Skill]
       
     elsif which == 7 or which == "Xp and Level and Temp"
       
       $game_variables[varid1] = $Skill_Xp[$Skill]
       $game_variables[varid2] = $Skill_Level[$Skill]
       $game_variables[varid3] = $Skill_Temp[$Skill]
       
     end
     
   end
   
 end
 
end




Instructions
See documentation section...
Use the same set up as the original skill script ...
$skillscript.skill('SKILL_HERE') // sometimes not required, check to see if the command contains skill as a variable...
$skillscript.command(variables)


Compatibility

None - known


Credits and Thanks




Author's Notes

- Removed Class_Game occurances
No demo or real detail yet... Demo Near release
If you put a million monkeys at a million keyboards, one of them will eventually write a Java program.
The rest of them will write Perl programs.

Twb6543

June 30, 2011, 03:14:07 pm #1 Last Edit: July 07, 2011, 12:19:10 pm by Twb6543
Seeing as my old demo got a few downloads (its up to 19 on the media file one from about 5), I'll make one for this sometime (sorry I haven't done it already...) might take some time through.
If you put a million monkeys at a million keyboards, one of them will eventually write a Java program.
The rest of them will write Perl programs.

Twb6543

July 07, 2011, 12:20:46 pm #2 Last Edit: July 18, 2011, 01:38:47 pm by Twb6543
Demo nearly done until a complete it I'll give you the 0.8 Version...

Demo Version History:
- Planned 0.9 and 1.0 - Finish the comments and clean up the events
- 0.8 - Initial release

DEMO
Mirror
If you put a million monkeys at a million keyboards, one of them will eventually write a Java program.
The rest of them will write Perl programs.

Twb6543

BUMP

Currently in development are 2 add-ons:

- one that may be integrated into the main script at a later date
- one that will be almost an example of how you could use the script (Which will probably be made into a proper add-on at a later date)

Just to give something to talk about I'm posting a Teaser Image that should give you a fairly good idea what the add-ons are. Note nothing you see in the image is definite I still hold the right to change what the final add-ons will do and how they manifest into the game.
Spoiler: ShowHide
If you put a million monkeys at a million keyboards, one of them will eventually write a Java program.
The rest of them will write Perl programs.

InfinateX

From what I understand this is a good script but is it possible to get a discription so I could fully understand what it does?
I made a signature!

Twb6543

This script is currently a Core for creating your own skills, even through it has no direct effect on the game-play, you can use it to create simple evented skills. Currently in progress are two add-ons, the first being a book like display for the skills and the second being skill effects (E.g. the Level, Hp and Magic is calculated by skills), The third most likely addition to this script will be easy skills (One comment skill events), this may actual be done before the other two add-ons.

Currently all progress is relatively slow due to errors and also due to me being active in the minecraft modding community (I'm making a mod).

The script creates a nice backdrop for creating you own skills that replicate the system of certain MMORPGs
Clue: ShowHide
RUN likE hiS CAPE but not like the JAGuar EXtreme


You can:
- Manipulate the skills data (Xp, Level and Temporary Level).
- Read the skills data (puts it into variables).
- Easily set the script up
- Easily make a custom script to run off it (As I said above this is a core script it does not actual effect the game-play)
- Easily read the code (Well I can)
- Use the documentation included to easily use the script.

Even through it is not actual mentioned in the documentation, you can easily change the Global variable it is run off (the $skillscript) by changing Lines 13, 23, 28 in the Setup Section. (Change $skillscript to whatever you like (this means all commands are now run off the new global variable (I do not recommend changing this halfway through a project.)))
If you put a million monkeys at a million keyboards, one of them will eventually write a Java program.
The rest of them will write Perl programs.

InfinateX

Okay so currently it does basicly nothing? What I find weird is that I haven't checked this again until now and last night I was think if I ever made a game about wizards or something along those lines, to request a spell book script to replace the skill scene. The only difference is that I would also request it sidescrolls through skills with the name at the top, the discription in the middle and then the second line of the use message. Just sayin
I made a signature!

Twb6543

*cough* check the post above your first post *cough*
If you put a million monkeys at a million keyboards, one of them will eventually write a Java program.
The rest of them will write Perl programs.