Posted November 02, 2023 by Dale Green
#Update #V2 #news
Hi all,
V2 of the Skill Learn System is finally here. It introduces a bunch of new and updated stuff so let's break it down.
The user interface for the plugin has been given a fresh coat of paint. This is the style of UI I'll be implementing with all my new plugins as well as any of my older plugins that get major updates.
Variables can now be used to setup your skill requirements.
Either create a new variable or select from a list of existing variables in your project, select a comparison type and then set the value for comparison. For example, you can specify "My Variable Name" as the variable to create, "Equal to" as the comparison type and "5" as the comparison value.
The following comparison types are available:
Like switch-based requirements, any skill that has variable-based requirements setup will not show up in the list of skills to purchase until the variable's condition(s) has been met.
Prior to this update, you'd simply type the name of a switch to create (assuming it didn't already exist).
Now, like the variable requirements, you can explicitly choose to create a new switch or select from a list of existing switches that have been created in your project.
You can now choose to use a custom currency when setting up a skill's cost requirement.
Your custom currency will need setting up before it can be used. To setup your custom currency, you just create or select an existing variable, give the currency a name (e.g. "Gold") and then give your currency an acronym (e.g. "G" for "Gold").
Once setup, you can then purchase skills using this custom currency if you so choose.
When setting up your skill requirements or specifying which classes can learn which skills, it's not uncommon to setup a bunch of data and then accidentally lose it because you changed the currently selected skill/class.
Now, when you make potentially destructive changes like this, you'll receive a prompt advising you have unsaved data. From this prompt, you can choose to save your unsaved skill/class changes.
Prior to this update, some buttons in the plugin's user interface would do nothing unless certain conditions were met. For example, hitting the "Add requirement" button without having a skill selected wouldn't do anything.
Now however, including but not limited to the button mentioned in the example, you'll receive a prompt when pressing a button that you can't use yet advising why you can't use the clicked button.
The layouts provided with this plugin have also been updated to include the following: