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Learn Skill
#1
Learn Skill
by Caldaron
Version: 1.05
Oct 9 2006

This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
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Introduction

This Script allows u to choose skills for actors to learn. It adds autmatically exp to the skill, so that u only have to choose and wait, until the skill is learned...

Features
  • Actors need learn points to learn skills (can be switched off)
  • Popup message, when skill is learned
  • Reset to last saved Learn-Skill and EXP without losses
  • Set Learnpoints/EXP needed for every Skill


Script

Code:
#==============================================================================
# Learn Skill Script v. 1.05
# by Caldaron (6.10.2006)
#==============================================================================
SDK.log('Learn Skill', 'Caldaron', 1.05, '2006-10-6')

if SDK.state('Learn Skill')
#==============================================================================
  module Learn
  #--------------------------------------------------------------
    Points = true                 # disable learn_points
    Learn_EXP = {1 => 100}         # skill.id => skill.exp
    Learn_Points = {1 => 10}       # skill.id => skill.learn_points
  #--------------------------------------------------------------
  end
#==============================================================================
class Scene_Learn
  #--------------------------------------------------------------
  def initialize(actor_index = 0)
    @actor_index = actor_index
  end
  #--------------------------------------------------------------
  def main
    @actor = $game_party.actors[@actor_index]
    @actor_window = Window_Learn_Actor.new(@actor)
    @actual_window = Window_Learn_Actual.new(@actor)
    @list_window = Window_Learn_List.new(@actor)
    @help_window = Window_Help.new
    @list_window.help_window = @help_window
    @warning_window = Window_Help.new
    @warning_window.set_text("XP will be lost, learn anyhow?", 1)
    @confirm_window = Window_Command.new(144,["Yes", "No"])
    @exit_window = Window_Command.new(144,["Yes", "Cancel", "Reset"])
    @actor_window.visible = true
    @actual_window.visible = true
    @list_window.visible = true
    @list_window.help_window.visible = true
    @warning_window.visible = false
    @confirm_window.visible = false
    @list_window.active = true
    @confirm_window.active = false
    @exit_window.visible = false
    @exit_window.active = false
    if @actor.learn_current != nil
      @current = $data_skills[@actor.learn_current]
    else
      @current = nil
    end
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if actor.lp_consume == nil
        actor.lp_consume = 0
      end
    end
    @list_window.help_window.y = 416
    @warning_window.y = 160
    @warning_window.z = 200
    @confirm_window.x = 248
    @confirm_window.y = 224
    @confirm_window.z = 200
    @confirm_window.index = 1
    @exit_window.x = 248
    @exit_window.y = 224
    @exit_window.z = 200
    @exit_window.index = 1
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @actor_window.dispose
    @actual_window.dispose
    @list_window.dispose
    @help_window.dispose
    @warning_window.dispose
    @confirm_window.dispose
    @exit_window.dispose
  end
  #--------------------------------------------------------------
  def update
    @actor_window.update
    @actual_window.update
    @list_window.update
    @help_window.update
    @warning_window.update
    @confirm_window.update
    @exit_window.update
    if @list_window.active
      update_list
      return
    end
    if @confirm_window.active
      update_confirm
    end
    if @exit_window.active
      update_exit
    end
  end
  #--------------------------------------------------------------
  def update_list
    if Input.trigger?(Input::B)
      @show_description = false
      @a = Learn::Points ? @actor.learn_exp != 0 ? false : true : false
      if (@actor.lp_consume != 0 and @actor.start != @actor.learn_current and @actor.start != nil and @a)
        @list_window.active = false
        @warning_window.set_text("Accept Changes?", 1)
        @warning_window.visible = true
        @exit_window.visible = true
        @exit_window.active = true
      else
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Menu.new(4)
        for i in 0...$game_party.actors.size
          actor = $game_party.actors[i]
          if actor.start != actor.learn_current
            actor.learn_points -= actor.lp_consume
          end
          actor.lp_consume = 0
        end
      end
    end
    if Input.trigger?(Input::C)
      @skill = @list_window.skill
      if @skill != nil
        if points(@skill) > @a = Learn::Points ? @actor.learn_points : points(@skill)
          $game_system.se_play($data_system.buzzer_se)
          return
        else
          $game_system.se_play($data_system.decision_se)
          if @actor.learn_current != nil and @actor.learn_exp > 0 and @actor.lp_consume == 0
            @list_window.active = false
            @warning_window.visible = true
            @confirm_window.visible = true
            @confirm_window.active = true
            return
          else
            if @current != nil
              @actor.learn_list.push(@current.id)
            end
            @actor.learn_current = @skill.id
            if @actor.learn_current == @actor.start
              backup
            else
              @actor.learn_exp = 0
              @actor.lp_consume = points(@skill)
            end
            $scene = Scene_Learn.new(@actor_index)
          end
        end
      else
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Learn.new(@actor_index)
      return
    end
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Learn.new(@actor_index)
      return
    end
  end
  #--------------------------------------------------------------
  def update_confirm
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @warning_window.visible = false
      @confirm_window.visible = false
      @confirm_window.active = false
      @list_window.active = true
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @confirm_window.index
      when 0
        if @current != nil
          @actor.learn_list.push(@current.id)
          end
        @actor.learn_current = @skill.id
        if @actor.learn_current == @actor.start
          backup
        else
        @actor.learn_exp = 0
        @actor.lp_consume = points(@skill)
      end
      $scene = Scene_Learn.new(@actor_index)
      when 1
        @warning_window.visible = false
        @confirm_window.visible = false
        @confirm_window.active = false
        @list_window.active = true
        return
      end
    end
  end
  #--------------------------------------------------------------
  def update_exit
   if Input.trigger?(Input::B)
       $game_system.se_play($data_system.cancel_se)
      @warning_window.visible = false
      @exit_window.visible = false
      @exit_window.active = false
      @list_window.active = true
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @exit_window.index
      when 0
        $scene = Scene_Menu.new(4)
        for i in 0...$game_party.actors.size
          actor = $game_party.actors[i]
          if actor.lp_consume == nil
            actor.lp_consume = 0
          end
          actor.learn_points -= actor.lp_consume
          actor.lp_consume = 0
        end
      when 1
        @warning_window.set_text("XP will be lost, learn anyhow?", 1)
        @warning_window.visible = false
        @exit_window.visible = false
        @exit_window.active = false
        @list_window.active = true
        return
      when 2
        backup
        $scene = Scene_Learn.new(@actor_index)
      end
    end
  end
  #--------------------------------------------------------------
  def backup
    @actor.learn_points = @actor.start_points
    @actor.learn_current = @actor.start
    @actor.learn_list = @actor.start_list
    @actor.learn_exp = @actor.start_exp
    @actor.learn_exp_need = @actor.start_exp_need
    @actor.learned_list = @actor.start_learned_list
    @actor.lp_consume = 0
    return
  end
  #--------------------------------------------------------------
  def points(skill)
    if Learn::Points
      if Learn::Learn_Points.has_key?(skill.id)
        return Learn::Learn_Points[skill.id]
      else
        return [[Integer(skill.sp_cost / 20), 0].max, 999].min
      end
    else
      return exp(skill)
    end
  end
  #--------------------------------------------------------------------------
  def exp(skill)
    if Learn::Learn_EXP.has_key?(skill.id)
      return Learn::Learn_EXP[skill.id]
    else
      return [[Integer(skill.sp_cost / 3), 1].max, 999999].min
    end
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
class Window_Learn < Window_Base
  #--------------------------------------------------------------------------
  attr_accessor :actor_id
  attr_accessor :skill_id
  #--------------------------------------------------------------------------
  def initialize(actor_id, skill_id = 1)
    super(0, 0, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    self.back_opacity = 128
    @actor_id = actor_id
    @skill_id = skill_id
    refresh
  end
  #--------------------------------------------------------------------------
def refresh
   @actor = $game_party.actors[@actor_id]
   @name = @actor.name
   @skill = $data_skills[@skill_id]
   @skill = @skill.name
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(0, 0, 608, 32, "#{@name.to_s} has learned #{@skill.to_s}!", 1)
  end
  #--------------------------------------------------------------------------
  def update
    super
  end  
  #--------------------------------------------------------------------------
end
#==============================================================================
class Window_Learn_Actor < Window_Base
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0,0,640/3,96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 0, 0)
    draw_actor_learn_level(@actor, 112, 0)
    if Learn::Points
      self.contents.draw_text(0, 32, 96, 32, "Learnpoints:")
      self.contents.draw_text(108, 32, 72, 32, @actor.learn_points.to_s, 1)
    end
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
class Window_Learn_Actual < Window_Base
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(640/3, 0, 640*2/3, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0, 640*2/3-32, 32, "Learns :",0)
    if @actor.learn_current != nil
      @current = $data_skills[@actor.learn_current]
      if Learn::Learn_EXP.has_key?(@current.id)
        @actor.learn_exp_need = Learn::Learn_EXP[@current.id]
      else
        @actor.learn_exp_need = [[Integer(@current.sp_cost / 3), 1].max, 999999].min
      end
      draw_actor_learn_current_bar(@actor, 0, 32, 640*2/3-32)
      bitmap = RPG::Cache.icon(@current.icon_name)
      self.contents.blt(132, 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(164, 0, 204, 32, @current.name, 0)
    else
      self.contents.draw_text(0, 32, 640*2/3-32, 32, "Nothing",1)
    end
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
class Window_Learn_List < Window_Selectable
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 96, 640, 320)
    @actor = actor
    @column_max = 2
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  def skill
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    @actor.learn_list.sort!
    if @actor.learn_current != nil
      current = $data_skills[@actor.learn_current]
    else
      current = nil
    end
    for i in 0...@actor.learn_list.size
      skill = $data_skills[@actor.learn_list[i]]
      if skill != nil and not @data.include?(skill) and not @actor.learned_list.include?(skill.id)
        @data.push(skill)
      end
      @data.delete(current)
    end
    for i in 0...@actor.skills.size
      skill = $data_skills[@actor.skills[i]]
      @data.delete(skill)
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  def draw_item(index)
    skill = @data[index]
    if Learn::Points
      if Learn::Learn_Points.has_key?(skill.id)
        @lp_cost = Learn::Learn_Points[skill.id]
      else
        @lp_cost = [[Integer(skill.sp_cost / 20), 0].max, 999].min
      end
    else
      if Learn::Learn_EXP.has_key?(skill.id)
        @lp_cost = Learn::Learn_EXP[skill.id]
      else
        @lp_cost = [[Integer(skill.sp_cost / 3), 1].max, 999999].min
      end
    end
    self.contents.font.color = normal_color
    if Learn::Points
      if @lp_cost <= @actor.learn_points
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
    self.contents.draw_text(x + 232, y, 48, 32, @lp_cost.to_s, 2)
  end
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" : self.skill.description)
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
class Window_Base
  def draw_actor_learn_level(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, "LV")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 1)
  end
  #--------------------------------------------------------------------------
  def draw_actor_learn_current_bar(actor, x, y, width = 172)
    if actor.learn_exp_need != 0
      rate = actor.learn_exp.to_f / actor.learn_exp_need
    else
      rate = 1
    end
    plus_x = 0
    rate_x = 0
    plus_y = 25
    plus_width = 0
    rate_width = 100
    height = 20
    align1 = 1
    align2 = 2
    align3 = 0
    grade1 = 1
    grade2 = 0
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(64, 0, 0, 192)
    color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
    color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
    if actor.learn_exp_need != 0
      exp = (width + plus_width) * actor.learn_exp * rate_width / 100 / actor.learn_exp_need
    else
      exp = (width + plus_width) * rate_width / 100
    end
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, exp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2)
    aw = self.contents.text_size(actor.learn_exp.to_s).width
    bw = self.contents.text_size(actor.learn_exp_need.to_s).width
    self.contents.draw_text(width/2 - aw - 4, y, aw, 32, actor.learn_exp.to_s, 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(width/2, y, 12, 32, "/", 1)
    self.contents.draw_text(width/2 + 16, y, bw, 32, actor.learn_exp_need.to_s, 0)
  end
  #--------------------------------------------------------------------------
  def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
    color1, color2, color3, color4, color5, color6, grade1, grade2)
    case align1
    when 1
      x += (rect_width - width) / 2
    when 2
      x += rect_width - width
    end
    case align2
    when 1
      y -= height / 2
    when 2
      y -= height
    end
    self.contents.fill_rect(x, y, width, height, color1)
    self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
    if align3 == 0
      if grade1 == 2
        grade1 = 3
      end
      if grade2 == 2
        grade2 = 3
      end
    end
    if (align3 == 1 and grade1 == 0) or grade1 > 0
      color = color3
      color3 = color4
      color4 = color
    end
    if (align3 == 1 and grade2 == 0) or grade2 > 0
      color = color5
      color5 = color6
      color6 = color
    end
    self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4, color3, color4, grade1)
    if align3 == 1
      x += width - gauge
    end
    self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4, color5, color6, grade2)
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
class Bitmap
  #--------------------------------------------------------------------------
  def gradation_rect(x, y, width, height, color1, color2, align = 0)
    if align == 0
      for i in x...x + width
        red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
        green = color1.green + (color2.green - color1.green) * (i - x) / (width - 1)
        blue = color1.blue + (color2.blue - color1.blue) * (i - x) / (width - 1)
        alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - x) / (width - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(i, y, 1, height, color)
      end
    elsif align == 1
      for i in y...y + height
        red = color1.red +
        (color2.red - color1.red) * (i - y) / (height - 1)
        green = color1.green + (color2.green - color1.green) * (i - y) / (height - 1)
        blue = color1.blue + (color2.blue - color1.blue) * (i - y) / (height - 1)
        alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - y) / (height - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(x, i, width, 1, color)
      end
    elsif align == 2
      for i in x...x + width
        for j in y...y + height
          red = color1.red + (color2.red - color1.red) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue = color1.blue + (color2.blue - color1.blue) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    elsif align == 3
      for i in x...x + width
        for j in y...y + height
          red = color1.red + (color2.red - color1.red) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue = color1.blue + (color2.blue - color1.blue) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    end
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  attr_accessor :learn_points
  attr_accessor :learn_current
  attr_accessor :learn_list
  attr_accessor :learn_exp
  attr_accessor :learn_exp_need
  attr_accessor :learned_list
  attr_accessor :lp_consume
  attr_accessor :start
  attr_accessor :start_points
  attr_accessor :start_list
  attr_accessor :start_exp
  attr_accessor :start_exp_need
  attr_accessor :start_learned_list
  #--------------------------------------------------------------------------
  alias caldaron_learn_actor_init initialize
  def initialize(actor_id)
    @learn_points = 0
    @learn_current = nil
    @learn_list = []
    @learn_exp = 0
    @learn_exp_need = 0
    @learned_list = []
    @lp_consume = 0
    @start = nil
    @start_points = 0
    @start_list = []
    @start_exp = 0
    @start_exp_need = 0
    @start_learned_list = []
    caldaron_learn_actor_init(actor_id)
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  alias caldaron_learn_map_main main
  def main
    @learn_window = []
    for i in 0...$game_party.actors.size
      @learn_window.push(Window_Learn.new(i))
      @learn_window[i].visible = false
    end
    @wait = 0
    caldaron_learn_map_main
    for i in 0...$game_party.actors.size
      @learn_window[i].dispose
    end
  end
  #--------------------------------------------------------------------------
  alias caldaron_learn_map_update update
  def update
    if @wait > 0
      @wait -= 1
    end
    if @wait == 0
      for i in 0...$game_party.actors.size
        @learn_window[i].visible = false
      end
    end
    @i = -1
    for i in 0...$game_party.actors.size
      @actor = $game_party.actors[i]
      if @actor.learn_current != nil and @actor.learn_exp >= @actor.learn_exp_need
        @learn_window[i].skill_id = @actor.learn_current
        @learn_window[i].refresh
        @learn_window[i].visible = true
        @actor.learn_exp = 0
        @actor.learn_skill(@actor.learn_current)
        @actor.learned_list.push(@actor.learn_current)
        @actor.learn_current = nil
        @wait = 100
      end
      if @learn_window[i].visible
        @i += 1
        if @i > 0
          @learn_window[i].y = 64 * @i
        end
      end
    end
    caldaron_learn_map_update
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
class Scene_Battle
  #--------------------------------------------------------------------------
  alias caldaron_learn_battle_start_phase5 start_phase5
  def start_phase5
    caldaron_learn_battle_start_phase5
    exp = 0
    for enemy in $game_troop.enemies
      unless enemy.hidden
        exp += enemy.exp
      end
    end
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if actor.cant_get_exp? == false
        actor.learn_exp += exp
      end
    end
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
class Interpreter
  #--------------------------------------------------------------------------
  def call_learn
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      actor.start = actor.learn_current
      actor.start_exp = actor.learn_exp
      actor.start_exp_need = actor.learn_exp_need
      actor.start_points = actor.learn_points
      actor.start_list = actor.learn_list
      actor.start_learned_list = actor.learned_list
      actor.lp_consume = 0
    end
    $scene = Scene_Learn.new
  end
  #--------------------------------------------------------------------------
  def command_315
    value = operate_value(@parameters[1], @parameters[2], @parameters[3])
    iterate_actor(@parameters[0]) do |actor|
      actor.exp += value
      actor.learn_exp += value
    end
    return true
  end
  #--------------------------------------------------------------------------
  def add_learn_points(actor_id, n)
    if actor_id.is_a?(Array)
      for i in 0...actor_id.size
        $game_party.actors[i].learn_points += n
      end
    else
      $game_party.actors[actor_id].learn_points += n
    end
  end
  #--------------------------------------------------------------------------
  def add_learn_skill(actor_id, skill_id)
    if actor_id.is_a?(Array)
      for i in 0...actor_id.size
        if skill_id.is_a?(Array)
          for j in 0...skill_id.size
            skill = $data_skills[skill_id[j]].id
            $game_party.actors[i].learn_list.push(skill)
          end
        else
          $game_party.actors[i].learn_list.push(skill_id)
        end
      end
    else
      if skill_id.is_a?(Array)
        for j in 0...skill_id.size
          skill = $data_skills[skill_id[j]].id
          $game_party.actors[actor_id].learn_list.push(skill)
        end
      else
        skill = $data_skills[skill_id]
        $game_party.actors[actor_id].learn_list.push(skill_id)
      end
    end
  end
  #--------------------------------------------------------------------------
end
#==============================================================================
end



Instructions

Put the Script above Main

For non SDK-Users: Delete Line 5, 7, last line

to push a skill into the learn_list:

Code:
add_learn_skill(actor_id, skill_id)


actor_id can be 1 or [1, 2, ...]
skill_id can be 1 or [1, 2, ...]

to add learn_points:

Code:
add_learn_points(actor_id, points)


actor_id can be 1 or [1, 2, ...]

To view Scene_Learn, please use

Code:
call_learn


otherwise there will be no backup created

FAQ

I guess there will be some questions...

Incompatibility

Not known...

Credits and Thanks

Credits to me...

Author's Notes

maybe i rewrite some lines of the script, to make it more clearly arranged
}


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