SilverCrow 0 Report post Posted July 31, 2010 Hi ^.^ I have a Question about Variables. Is possible to put "Variables" Values in a Menu (via Scripts) or message? I need it because i want to make Variables that count the uses of different "Skill" and want to put the count in the skill page. I need it to a "Variables" engine to learn skill. Mmm i think that is all, Thankz for Reading SilverCRØW~ Share this post Link to post Share on other sites
0 rgangsta 43 Report post Posted July 31, 2010 You can do that easily. Every time the skill is used, add to the variable. You're going to probably have to set this up in the Common Events tab. In a message, type in \v[x], where "x" is the variable number in the database. Share this post Link to post Share on other sites
0 CrimsonInferno 35 Report post Posted July 31, 2010 I might be new to variables and this "RPGing" systems, but from my schoolin' days, you'd need to make this a common event (as Rgangsta said) and have it called. Although...I didn't know how to type it in a message, so that part was new to me lol. Share this post Link to post Share on other sites
0 SilverCrow 0 Report post Posted July 31, 2010 Thankz for the answers. I Know about the Common Event Thingy, but what i want to know is if i can put that variable in a menu. like to... imagine u go to yours skill and in a corner appears a counter of how many time it has been used, maybe this can be a sort of scripting but i want to know if this is posible Share this post Link to post Share on other sites
0 rgangsta 43 Report post Posted July 31, 2010 You'll most likely need a script for that or you can edit it in the system itself. How? IDK... <_< I'm not a scripter lol Share this post Link to post Share on other sites
0 Agckuu_Coceg 5 Report post Posted July 31, 2010 Hi ^.^ I have a Question about Variables. Is possible to put "Variables" Values in a Menu (via Scripts) or message? I need it because i want to make Variables that count the uses of different "Skill" and want to put the count in the skill page. I need it to a "Variables" engine to learn skill. Mmm i think that is all, Thankz for Reading SilverCRØW~ Yes, you can use a variable in the menu. If you want to add text to a particular value of the variable, it looks like this: if $ game_variables [iD variable] (<=, ==, =>) value of variable self.contents.draw_text (layout of text and the text) end If it shows a different text for different values of the variable, it looks like this: if $ game_variables [iD variable] (<=, ==, =>) value of variable self.contents.draw_text (location of the text and the text itself) elsif $ game_variables [iD variable] (<= == =>) value of variable self.contents.draw_text (layout of text and the text) end Share this post Link to post Share on other sites
0 SilverCrow 0 Report post Posted August 3, 2010 Thankz man, but i think that that cant help me >_<, but I think that i could use it in another part. The reason i wanted it is because i wanted to have an "Used Skill Counter" just like in the "Tales of Namco Games", because by using the skills those activate common events and increase a specific "Variable" and when a sertain Variable reach a determined times used the character would learn other skill by common events. mmm thankz for the help guys, but i think that is better to dont try to show those values :/ Thankz guys :D Share this post Link to post Share on other sites
0 Kiriashi 117 Report post Posted August 3, 2010 So is this resolved? Do you still want to put the "Skill used x times" thing in the skill window? Share this post Link to post Share on other sites
0 SilverCrow 0 Report post Posted August 3, 2010 I Still want but i think it could be hard, so, i could wait until i get or find a script for it :3 Share this post Link to post Share on other sites
0 CrimsonInferno 35 Report post Posted August 3, 2010 To make it show, all you have to do is type out the message. Unless that's not exactly what you were looking for :) Share this post Link to post Share on other sites
0 Knifewalker 0 Report post Posted March 8, 2011 (edited) oops, I thought i had it, but my script only worked if all skills went into a single AP pool. I'm going to look into making a seperate menu screen to track number of times a a skill has been used Edited March 9, 2011 by Knifewalker Share this post Link to post Share on other sites
0 brewmeister 3 Report post Posted March 9, 2011 I have a script that adds the ability to use control characters (\v[n], \N[n], \C[n]) in your Item, Class, Skill, etc... names & descriptions. Just like you can in "Show Text" messages So if your skill description was "Heal the entire party. Used: \V[100]" It would insert the value of game variable 100 However, you couldn't keep track by individual actor. It will always show variable 100. If your skills are specific to a single actor, this would work. Share this post Link to post Share on other sites
0 Knifewalker 0 Report post Posted March 9, 2011 I have a script that adds the ability to use control characters (\v[n], \N[n], \C[n]) in your Item, Class, Skill, etc... names & descriptions. Just like you can in "Show Text" messages So if your skill description was "Heal the entire party. Used: \V[100]" It would insert the value of game variable 100 However, you couldn't keep track by individual actor. It will always show variable 100. If your skills are specific to a single actor, this would work. I could really use that script. would you mind posting it or a link to it? it would be much appreciated. Share this post Link to post Share on other sites
0 brewmeister 3 Report post Posted March 10, 2011 http://www.hbgames.org/forums/viewtopic.php?p=827298#p827298 Share this post Link to post Share on other sites
0 Knifewalker 0 Report post Posted March 10, 2011 This is great, I looked all over for this but for some reason I couldn't find it. Thanks alot. :biggrin_002: Share this post Link to post Share on other sites
0 kellessdee 48 Report post Posted March 12, 2011 If anyone wants to know how to do this in code, I messed around a bit (NOTE: this will only work with default battle + menu systems) (I dunno if this is the most efficient way, but it was the easiest way that I could tell :/) (I am sorry if I miss something, if it doesn't work, please let me know I might have missed a line somewhere) STEP 1: Insert a new script right below Window_Help, and name it Window_SkillHelp (Where you place it isn't so important, as long as it is below window_base) This code simply displays the Skill description + "Used: X" on a new line #============================================================================= # ** Window_SkillHelp #----------------------------------------------------------------------------- # Similar to Window_Help, resized to fit # of times a skill has been used #============================================================================= class Window_SkillHelp < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 640, 96) self.contents = Bitmap.new(width - 32, height - 32) end #-------------------------------------------------------------------------- # * Set Text # text : text string displayed in window # align : alignment (0..flush left, 1..center, 2..flush right) #-------------------------------------------------------------------------- def set_text(text, usage, align = 0) # If at least one part of text and alignment differ from last time or usage if text != @text || usage != usage || align != @align # Redraw text self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(4, 0, self.width - 40, 32, text, align) self.contents.draw_text(4, 32, self.width - 40, 32, usage, align) @text = text @usage = usage @align = align @actor = nil end self.visible = true end end STEP 2: Go to Game_Actor, go to line 494 @skills.push(skill_id) and replace with: @skills.push([skill_id, 0]) # Adds skill as an array, storing usage and ID so now @skills becomes a 2-dimensional array ex. @skills[0][0] = skill_id; @skills[0][1] = times_used STEP 3: Also in Game_Actor, go to line 510 return @skills.include?(skill_id) and replace with: usable = false @skills.each_index{|i| usable = true if @skills[i].include?(skill_id)} return usable unfortunately since ruby doesn't *technically* support multi-dimensional arrays, the array.include? doesn't work very well with 2-d arrays unless you know the index you are searching at, so instead this line of code with manually search each index to see if the skill exists. Probably a little bit slower, but probably not noticeably... STEP 4: Go to Window_Skill, go to line 13 super(0, 128, 640, 352) replace with(just resizes skill window and repositions it to fit extra line for usage): super(0, 160, 640, 320) Now go to line 42 skill = $data_skills[@actor.skills[i]] and replace with(just adjusted to grab the specific ID rather than the array): skill = $data_skills[@actor.skills[i][0]] Now go to line 81 @help_window.set_text(self.skill == nil ? "" : self.skill.description) and replace with(this adds the "Used: X" line to help window) if self.skill == nil @help_window.set_text("", "") else # You can modify the "Used: " part to fit your liking used = "Used: " + @actor.skills[self.index][1].to_s @help_window.set_text(self.skill.description, used) end STEP 5: Go to Window_SkillStatus line 13 replace super(0, 64, 640, 64) with super(0, 96, 640, 64) STEP 6: (ALMOST there, this is the fun stuff, i guess) In Scene_Skill Replace Line 22 @help_window = Window_Help.new with @help_window = Window_SkillHelp.new add this line @index = @skill_window.index underneath line 89 or so add this line # Add to number of times skill used @actor.skills[@index][1] += 1 underneath line 122 AND underneath line 204 or so STEP 7: (LAST bitsss) go to Scene_Battle 1 add this @help_skill_window = Window_SkillHelp.new @help_skill_window.back_opacity = 160 @help_skill_window.visible = false underneath line 39 or so then add @help_skill_window.dispose underneath line 78 or so now go to Scene_Battle 3 (LAST PART I PROMISE) replace "def update_phase3" (the entire method, from def to end) with: def update_phase3 # switch between Skill help window/reg help window if @skill_window == nil @help_window.visible = true unless @actor_command_window.active @help_skill_window.visible = false end # If enemy arrow is enabled if @enemy_arrow != nil update_phase3_enemy_select # If actor arrow is enabled elsif @actor_arrow != nil update_phase3_actor_select # If skill window is enabled elsif @skill_window != nil @help_skill_window.visible = true @help_window.visible = false update_phase3_skill_select # If item window is enabled elsif @item_window != nil update_phase3_item_select # If actor command window is enabled elsif @actor_command_window.active update_phase3_basic_command end end then go to "def start_skill_select" and replace the line that says: # Associate help window @skill_window.help_window = @help_window with: # Associate help window @skill_window.help_window = @help_skill_window and finally add this line DIRECTLY underneath "def end_skill_select" (which is the method right after "def start_skill_select"): # Add to skill usage $game_party.actors[@actor_index].skills[@skill_window.index][1] += 1 and that should display the number of times a skill was used by an individual in the party, for each skill. I may have missed something, so if you have difficulties getting that to work, let me know. OR if you are using custom scripts for the menu + battles, well I would need to know what scripts you are using in order to implement this, lemme know if that is the case I may be able to help. ALSO if anyone knows of a better/more efficient way to do this lemme know, this is the best solution that I have found. (and i am sorry if it is difficult to read) Share this post Link to post Share on other sites
Hi ^.^
I have a Question about Variables.
Is possible to put "Variables" Values in a Menu (via Scripts) or message?
I need it because i want to make Variables that count the uses of different "Skill" and want to put the count in the skill page.
I need it to a "Variables" engine to learn skill.
Mmm i think that is all, Thankz for Reading
SilverCRØW~
Share this post
Link to post
Share on other sites