Question about the Skill Levels / Power Cost:
This may just be a bug, if so, might be worth fixing? Or if not possible to fix, so be it =)
When setting the power cost for level 1; normally as per your instructions your set it higher... 150% or 200% and the cost reduces as you spend more job points into it...
ie) 200 SP cost at 1, 175 SP cost at 2... etc..
My problem is I want to work a backward method, and I set the cost to be less than 100%, which works... I also use low power for my skills... sooo
At level 1 your character has anywhere from 5-10 SP
Your first level skill has a max SP of 50, and a level 1 cost of 10%
So: Aluxes has 5 SP and has a skill at 50(10%) = 5 SP cost
(this part of the script works fine)
The problem is, the skill doesn't become "usable" in combat UNTIL you get 50 SP on your actor.... once used the skill properly takes away only 5. I just need the skills to be activated while the player has 5-49 SP ant not 50, as long as the modified cost is in his SP range.
I hope I explained that well enough. But basically, my actors sit there with 10 SP and a skill costing 5 SP, and can't use it, until their max gets to the upper limit.
Why do I need this?
To me it makes more sense that as a spell/skill gets more powerful and you get more total SP, it should cost more =)
Thanks!
Edit: Addition: I tried something simple, like this, but it gives me a no method defined error for skill_level
class Game_Battler
#--------------------------------------------------------------------------
# * Determine Usable Skills
# skill_id : skill ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
# If there's not enough SP, the skill cannot be used.
if $data_skills[skill_id].sp_cost > BlizzCFG::LVL1_POWER + (@actor.skill_level(@skill.id) - 1) *
(100-BlizzCFG::LVL1_POWER) / (BlizzCFG.roskill_maxlevel(@skill.id) - 1)
return false
end
end
end