Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

13 Pages V  « < 10 11 12 13 >  
Reply to this topicStart new topic
> Basic? - Skill Trees - of Awesome v1.22 (07-Jul-2011 chinese version), Talent Trees if you prefer. Like in Diablo and WoW.
marjoni01
post Mar 15 2012, 09:42 PM
Post #221


Level 2
Group Icon

Group: Member
Posts: 17
Type: Writer
RM Skill: Intermediate




I mean about the scene is because the demo link is broken and i need to added it into menu
The menu i use is Ring menu VX...(http://www.rpgmakervx.net/index.php?showtopic=3152)
And i test it but it directly call one actor...And that's why i'm ask you...
Well, i'm troubling you again mellow.gif
Go to the top of the page
 
+Quote Post
   
leongon
post Mar 16 2012, 06:15 AM
Post #222


Leongon of the Village of Awesome
Group Icon

Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled




I see, well... is Scene_SkillTree, but you need to do actor selection first in your menu script. Check that menu script's intro... it should explain how to set menu command that requires prior actor selection. I did on mine.

THanks for telling me the demo link is broken... I'll check what's wrong ><

This post has been edited by leongon: Mar 16 2012, 06:17 AM


__________________________
Leon's Basic VX Scripts of Awesome:
Step 1. Passive Skills - Create skills that add passive bonuses. (shitty)
Step
2. Learning from Everyone - Learn skills from enemies, or allies, without being the target of the skill. (nice)
Step 3. Dual Battle Landscapes - Set background and foreground image for your battles. (nice)
Step 4. State Details - Add description to states, and allow viewing them on menu, and in battle. (nice)
Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice)
Step 6. Skill Trees - Your actors can have talent trees now, like in the MMORPGs. (extremely nice)
Step 7. Main Menu Manager - Easy, straight, and intuitive total control of commands for the main menu. (very nice)

Drawing commissions are open. Facesets... monsters... anything: click here.


---------------------------------------------------------------------------------------------------------------------------------
Second place again xD
Deadly Christmas setup. 8.04 score... this one was not so fail. Yay!
Twist of Fate. Worst game in the competition... Yay!
Tie with two more guys out of 6 participants, so fail... Yay!
Go to the top of the page
 
+Quote Post
   
leongon
post Mar 16 2012, 07:10 AM
Post #223


Leongon of the Village of Awesome
Group Icon

Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled




Allright people, the demo link is working again >< Now I hosted it in a more reliable system, and also is direct download again... it means you click the download demo button on the first post of this thread, and you get the file right ahead.


__________________________
Leon's Basic VX Scripts of Awesome:
Step 1. Passive Skills - Create skills that add passive bonuses. (shitty)
Step
2. Learning from Everyone - Learn skills from enemies, or allies, without being the target of the skill. (nice)
Step 3. Dual Battle Landscapes - Set background and foreground image for your battles. (nice)
Step 4. State Details - Add description to states, and allow viewing them on menu, and in battle. (nice)
Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice)
Step 6. Skill Trees - Your actors can have talent trees now, like in the MMORPGs. (extremely nice)
Step 7. Main Menu Manager - Easy, straight, and intuitive total control of commands for the main menu. (very nice)

Drawing commissions are open. Facesets... monsters... anything: click here.


---------------------------------------------------------------------------------------------------------------------------------
Second place again xD
Deadly Christmas setup. 8.04 score... this one was not so fail. Yay!
Twist of Fate. Worst game in the competition... Yay!
Tie with two more guys out of 6 participants, so fail... Yay!
Go to the top of the page
 
+Quote Post
   
Zanaram
post Mar 18 2012, 08:01 PM
Post #224



Group Icon

Group: Member
Posts: 4
Type: None
RM Skill: Beginner




This script is awesome!! I've been looking for something like this for awhile now, thank you soo much for scripting it and sharing it with the public!

I'm having a small problem with it thou, Im kinda a noob with scripts and can only figure out what to do by following dirrections. This script is kinda complicated, but i'm figuring most of it out from trial n error. I started making a skill tree for the hero in my game, and when i went to test it an error pops up everytime i try to access the skill tree saying,

Script 'Leongon SkillTree Core' line 264: NoMethodError occurred.
undefined method '[]' for nil:NilClass

the core script says to leave it alone, and i wouldnt know what to do with it anyway.. Is this error a bugg or problem that others are having? or did I just do something wrong when i was playing with the setup script?
Go to the top of the page
 
+Quote Post
   
leongon
post Mar 18 2012, 09:44 PM
Post #225


Leongon of the Village of Awesome
Group Icon

Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled




The error on that line makes me think that you are calling an arrow object in the skill tree building section, and that specific arrow object name is not created yet in the arrow object section.

This script goes like this: you create arrow objects -> you create skill objects -> you organize those arrow and skill objects into trees.

Unexistant arrow object seems to be your problem, so check your setup script again. EDIT: At a second look, it might be an unexistant object... arrow or skill... you're calling an object name in the tree building section, that you have not created in arrows or skills sections.

This post has been edited by leongon: Mar 18 2012, 09:53 PM


__________________________
Leon's Basic VX Scripts of Awesome:
Step 1. Passive Skills - Create skills that add passive bonuses. (shitty)
Step
2. Learning from Everyone - Learn skills from enemies, or allies, without being the target of the skill. (nice)
Step 3. Dual Battle Landscapes - Set background and foreground image for your battles. (nice)
Step 4. State Details - Add description to states, and allow viewing them on menu, and in battle. (nice)
Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice)
Step 6. Skill Trees - Your actors can have talent trees now, like in the MMORPGs. (extremely nice)
Step 7. Main Menu Manager - Easy, straight, and intuitive total control of commands for the main menu. (very nice)

Drawing commissions are open. Facesets... monsters... anything: click here.


---------------------------------------------------------------------------------------------------------------------------------
Second place again xD
Deadly Christmas setup. 8.04 score... this one was not so fail. Yay!
Twist of Fate. Worst game in the competition... Yay!
Tie with two more guys out of 6 participants, so fail... Yay!
Go to the top of the page
 
+Quote Post
   
Zanaram
post Mar 19 2012, 02:57 AM
Post #226



Group Icon

Group: Member
Posts: 4
Type: None
RM Skill: Beginner




QUOTE (leongon @ Mar 18 2012, 10:44 PM) *
The error on that line makes me think that you are calling an arrow object in the skill tree building section, and that specific arrow object name is not created yet in the arrow object section.

This script goes like this: you create arrow objects -> you create skill objects -> you organize those arrow and skill objects into trees.

Unexistant arrow object seems to be your problem, so check your setup script again. EDIT: At a second look, it might be an unexistant object... arrow or skill... you're calling an object name in the tree building section, that you have not created in arrows or skills sections.


Thank you for your help. I looked through the script and realized I kept the ARMS tree and skills but removed the arrows, which is what caused the error. I removed them and now it's working perfectly.
Go to the top of the page
 
+Quote Post
   
rofl1337
post Mar 27 2012, 01:48 PM
Post #227



Group Icon

Group: Member
Posts: 1
Type: None
RM Skill: Skilled




Are you planning on converting this script to Ace? As of now, there are no skill tree systems out for Ace and yours would be the first one.
I really like the amount of customizability and the idea of having multiple skill trees.
There is one additional feature I would propose though: Stat increases and additional traits (for Ace), that are gained, when unlocking nodes in the skill tree. So basically, nodes, that do not unlock skills, but rather grant passive bonuses.
Sincerely
Go to the top of the page
 
+Quote Post
   
leongon
post Mar 27 2012, 03:52 PM
Post #228


Leongon of the Village of Awesome
Group Icon

Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled




There are plenty of Passive Skill scripts to be used for that functionality. I made one, is not the best, but does the work.

About converting to ACE, ehmmm is not in my plans. I'm merely giving support to my scripts by now, but not scripting anymore.


__________________________
Leon's Basic VX Scripts of Awesome:
Step 1. Passive Skills - Create skills that add passive bonuses. (shitty)
Step
2. Learning from Everyone - Learn skills from enemies, or allies, without being the target of the skill. (nice)
Step 3. Dual Battle Landscapes - Set background and foreground image for your battles. (nice)
Step 4. State Details - Add description to states, and allow viewing them on menu, and in battle. (nice)
Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice)
Step 6. Skill Trees - Your actors can have talent trees now, like in the MMORPGs. (extremely nice)
Step 7. Main Menu Manager - Easy, straight, and intuitive total control of commands for the main menu. (very nice)

Drawing commissions are open. Facesets... monsters... anything: click here.


---------------------------------------------------------------------------------------------------------------------------------
Second place again xD
Deadly Christmas setup. 8.04 score... this one was not so fail. Yay!
Twist of Fate. Worst game in the competition... Yay!
Tie with two more guys out of 6 participants, so fail... Yay!
Go to the top of the page
 
+Quote Post
   
Kali3
post Apr 12 2012, 06:26 AM
Post #229


Level 2
Group Icon

Group: Member
Posts: 25
Type: Mapper
RM Skill: Intermediate




I may not be good at scripting, but I just can't make this compatible with YEM. Any help? Each time I go to main menu, I get an error report. sad.gif


__________________________
Better to understand a little than to misunderstand a lot.
Go to the top of the page
 
+Quote Post
   
leongon
post Apr 12 2012, 01:36 PM
Post #230


Leongon of the Village of Awesome
Group Icon

Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled




What is YEM?


__________________________
Leon's Basic VX Scripts of Awesome:
Step 1. Passive Skills - Create skills that add passive bonuses. (shitty)
Step
2. Learning from Everyone - Learn skills from enemies, or allies, without being the target of the skill. (nice)
Step 3. Dual Battle Landscapes - Set background and foreground image for your battles. (nice)
Step 4. State Details - Add description to states, and allow viewing them on menu, and in battle. (nice)
Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice)
Step 6. Skill Trees - Your actors can have talent trees now, like in the MMORPGs. (extremely nice)
Step 7. Main Menu Manager - Easy, straight, and intuitive total control of commands for the main menu. (very nice)

Drawing commissions are open. Facesets... monsters... anything: click here.


---------------------------------------------------------------------------------------------------------------------------------
Second place again xD
Deadly Christmas setup. 8.04 score... this one was not so fail. Yay!
Twist of Fate. Worst game in the competition... Yay!
Tie with two more guys out of 6 participants, so fail... Yay!
Go to the top of the page
 
+Quote Post
   
Kali3
post Apr 13 2012, 09:43 AM
Post #231


Level 2
Group Icon

Group: Member
Posts: 25
Type: Mapper
RM Skill: Intermediate




QUOTE (leongon @ Apr 12 2012, 02:36 PM) *
What is YEM?

YEM is Yanfly's Engine Melody. I am using it 'cause it's awesome. If you would like to check it out, download it here:
http://rmrk.net/index.php?topic=42396.0
Hope you find a solution...
Have a nice day.


__________________________
Better to understand a little than to misunderstand a lot.
Go to the top of the page
 
+Quote Post
   
leongon
post Apr 13 2012, 10:03 AM
Post #232


Leongon of the Village of Awesome
Group Icon

Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled




Oh, an engine. Well is not a surprise that scripts not specifically made for that engine does not work... they are altering most of the base of VX.

Sorry, but I won't dig into that engine to find a solution, too much work for a retired guy (i don't develop scripts anymore, just give some guidance) Look into the main menu script of that engine and try to follow it's directions on how to add a new command with actor prompt, if it has instructions. The skill tree needs to be told which actor's trees to open, so is necessary an actor selection from the menu script before launching the Skill Tree script.

If that does not works... then just don't command the skill trees through the main menu, open it through NPCs maybe, using the commands I made for accessing the skill trees with script events. THe info to use this method is described in the script's header, and also very explained and exampled in the demo.



__________________________
Leon's Basic VX Scripts of Awesome:
Step 1. Passive Skills - Create skills that add passive bonuses. (shitty)
Step
2. Learning from Everyone - Learn skills from enemies, or allies, without being the target of the skill. (nice)
Step 3. Dual Battle Landscapes - Set background and foreground image for your battles. (nice)
Step 4. State Details - Add description to states, and allow viewing them on menu, and in battle. (nice)
Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice)
Step 6. Skill Trees - Your actors can have talent trees now, like in the MMORPGs. (extremely nice)
Step 7. Main Menu Manager - Easy, straight, and intuitive total control of commands for the main menu. (very nice)

Drawing commissions are open. Facesets... monsters... anything: click here.


---------------------------------------------------------------------------------------------------------------------------------
Second place again xD
Deadly Christmas setup. 8.04 score... this one was not so fail. Yay!
Twist of Fate. Worst game in the competition... Yay!
Tie with two more guys out of 6 participants, so fail... Yay!
Go to the top of the page
 
+Quote Post
   
Kali3
post Apr 13 2012, 10:40 AM
Post #233


Level 2
Group Icon

Group: Member
Posts: 25
Type: Mapper
RM Skill: Intermediate




QUOTE (leongon @ Apr 13 2012, 11:03 AM) *
Oh, an engine. Well is not a surprise that scripts not specifically made for that engine does not work... they are altering most of the base of VX.

Sorry, but I won't dig into that engine to find a solution, too much work for a retired guy (i don't develop scripts anymore, just give some guidance) Look into the main menu script of that engine and try to follow it's directions on how to add a new command with actor prompt, if it has instructions. The skill tree needs to be told which actor's trees to open, so is necessary an actor selection from the menu script before launching the Skill Tree script.

If that does not works... then just don't command the skill trees through the main menu, open it through NPCs maybe, using the commands I made for accessing the skill trees with script events. THe info to use this method is described in the script's header, and also very explained and exampled in the demo.

Ok. Thanks, I'll try to make it work. smile.gif


__________________________
Better to understand a little than to misunderstand a lot.
Go to the top of the page
 
+Quote Post
   
Zaephyr
post Aug 11 2012, 04:17 PM
Post #234



Group Icon

Group: Member
Posts: 3
Type: None
RM Skill: Undisclosed




I'm no good at scripting, and i've tried fixing this and i cant find a solution.

i get this error, yet i dont get what is wrong, i used the script just like the demo, Any idea?
Go to the top of the page
 
+Quote Post
   
leongon
post Aug 12 2012, 02:53 PM
Post #235


Leongon of the Village of Awesome
Group Icon

Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled




QUOTE (Zaephyr @ Aug 11 2012, 04:17 PM) *
I'm no good at scripting, and i've tried fixing this and i cant find a solution.

i get this error, yet i dont get what is wrong, i used the script just like the demo, Any idea?

You're using a file name for a background image in a skill tree, and this file does not exists in your folder.

Make sure to do it as I stated in the first post of this thread: "Background Images:
If you keep Imageback Mode enabled, you must have images matching the unique names of your trees in Graphics/System folder."

Sollution: Disable imageback mode in the setup script options, or put the images with matching names for the skill trees you created.

Hope it helps~



__________________________
Leon's Basic VX Scripts of Awesome:
Step 1. Passive Skills - Create skills that add passive bonuses. (shitty)
Step
2. Learning from Everyone - Learn skills from enemies, or allies, without being the target of the skill. (nice)
Step 3. Dual Battle Landscapes - Set background and foreground image for your battles. (nice)
Step 4. State Details - Add description to states, and allow viewing them on menu, and in battle. (nice)
Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice)
Step 6. Skill Trees - Your actors can have talent trees now, like in the MMORPGs. (extremely nice)
Step 7. Main Menu Manager - Easy, straight, and intuitive total control of commands for the main menu. (very nice)

Drawing commissions are open. Facesets... monsters... anything: click here.


---------------------------------------------------------------------------------------------------------------------------------
Second place again xD
Deadly Christmas setup. 8.04 score... this one was not so fail. Yay!
Twist of Fate. Worst game in the competition... Yay!
Tie with two more guys out of 6 participants, so fail... Yay!
Go to the top of the page
 
+Quote Post
   
Zaephyr
post Aug 13 2012, 07:22 AM
Post #236



Group Icon

Group: Member
Posts: 3
Type: None
RM Skill: Undisclosed




QUOTE (leongon @ Aug 12 2012, 03:53 PM) *
QUOTE (Zaephyr @ Aug 11 2012, 04:17 PM) *
I'm no good at scripting, and i've tried fixing this and i cant find a solution.

i get this error, yet i dont get what is wrong, i used the script just like the demo, Any idea?

You're using a file name for a background image in a skill tree, and this file does not exists in your folder.

Make sure to do it as I stated in the first post of this thread: "Background Images:
If you keep Imageback Mode enabled, you must have images matching the unique names of your trees in Graphics/System folder."

Sollution: Disable imageback mode in the setup script options, or put the images with matching names for the skill trees you created.

Hope it helps~


I tried disabling it and got error on line 115.
Also i copy your scripts along with the images from your demo, so every image has the exact name as on the script, still i get the error 671 if i dont disable the image.
Go to the top of the page
 
+Quote Post
   
leongon
post Aug 13 2012, 10:16 AM
Post #237


Leongon of the Village of Awesome
Group Icon

Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled




Error in 115 looks like is about not having a skill trees asigned, in the last part of the setup script, for the actor you're trying to open the skill tree scene.

Make sure in the last part of the setup script your actors have the skill trees asigned to their respective class in the database of your project.

Look how is the database in the Demo, for further reference.


__________________________
Leon's Basic VX Scripts of Awesome:
Step 1. Passive Skills - Create skills that add passive bonuses. (shitty)
Step
2. Learning from Everyone - Learn skills from enemies, or allies, without being the target of the skill. (nice)
Step 3. Dual Battle Landscapes - Set background and foreground image for your battles. (nice)
Step 4. State Details - Add description to states, and allow viewing them on menu, and in battle. (nice)
Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice)
Step 6. Skill Trees - Your actors can have talent trees now, like in the MMORPGs. (extremely nice)
Step 7. Main Menu Manager - Easy, straight, and intuitive total control of commands for the main menu. (very nice)

Drawing commissions are open. Facesets... monsters... anything: click here.


---------------------------------------------------------------------------------------------------------------------------------
Second place again xD
Deadly Christmas setup. 8.04 score... this one was not so fail. Yay!
Twist of Fate. Worst game in the competition... Yay!
Tie with two more guys out of 6 participants, so fail... Yay!
Go to the top of the page
 
+Quote Post
   
Zaephyr
post Aug 13 2012, 02:00 PM
Post #238



Group Icon

Group: Member
Posts: 3
Type: None
RM Skill: Undisclosed




QUOTE (leongon @ Aug 13 2012, 11:16 AM) *
Error in 115 looks like is about not having a skill trees asigned, in the last part of the setup script, for the actor you're trying to open the skill tree scene.

Make sure in the last part of the setup script your actors have the skill trees asigned to their respective class in the database of your project.

Look how is the database in the Demo, for further reference.


I used the id1 with paladin (id1) and got the same error, however i changed it to a random new class (id20) and it started working for some reason.
I'll try some new stuff and let you know how it went.
Thanks for the support, really appreciate it.
Go to the top of the page
 
+Quote Post
   
Matte_0710
post Sep 6 2012, 02:12 AM
Post #239



Group Icon

Group: Member
Posts: 3
Type: Mapper
RM Skill: Skilled




Hi, I tried this skill tree, to me it's very good and i'd like to use it in my own game. So in your demo it's everything ok. Then, i moved the two scripts (Setup & Core) in my project, in which I use the Ring Menu that i'll post below, without copying also your Main Menu Manager, because i already have one.

CODE
#==============================================================================
# ** Ring Menu
#-------------------------------------------------------------------------------
# by Syvkal
# Version 1.1
# 06-23-08
#==============================================================================

   #===================================================#
   #  **  C O N F I G U R A T I O N   S Y S T E M  **  #
   #===================================================#
  
  # Amount of frames for Startup Animation
  STARTUP_FRAMES = 20
  # Amount of frames for Movement Animation
  MOVING_FRAMES = 10
  # Radius of the Menu Ring
  RING_R = 75
  # Disabled icon to display when disabled
  ICON_DISABLE= Cache::picture('Icon_Disable')
  
  
   #-------------D-O---N-O-T---T-O-U-C-H---------------#
  
  class Scene_Title < Scene_Base
    alias game_objects_original create_game_objects
    def create_game_objects
      game_objects_original
  
   #-------------D-O---N-O-T---T-O-U-C-H---------------#
  
  # As this script allows you to make a custom Menu I thought to make it easier
  # I would make it possible to add extra Menu Options from here
  
  # All you need to do is specify the Text to display, the icon and the command
  # The command must be in a STRING
  # Simply add to the array below :

  $game_ring_menu = [
  
   # Menu Option 0  eg. Item
   [Vocab::item, Cache::picture('Icon_Items'), "$scene = Scene_Item.new(1)"],
  
   # Menu Option 1  eg. Skill
   [Vocab::skill, Cache::picture('Icon_Skills'), "start_actor_selection",
     "$scene = Scene_Skill.new(@status_window.index)"],
    
   # Menu Option 2  eg. Equip
   [Vocab::equip, Cache::picture('Icon_Equip'), "start_actor_selection",
     "$scene = Scene_Equip.new(@status_window.index)"],
  
   # Menu Option 3  eg. Status
   [Vocab::status, Cache::picture('Icon_Status'), "start_actor_selection",
     "$scene = Scene_Status.new(@status_window.index)"],
  
   #---------------------------------------------------#
   #  **      I N S E R T   M O R E   H E R E      **  #
   #---------------------------------------------------#
  
   # Preferably Insert your custom Menu Options Here
   # Otherwise the existing Menu Options will return to wrong point on the Menu
  
   # Menu Option 4  eg. SkillTree
  
   [ST_setup::ST_menu, Cache::picture('Icon_Skills'), "start_actor_selection", "$scene = Scene_SkillTree.new"],
  
   # Menu Option 5  eg. Save
   ["Quest", Cache::picture('Icon_Load'), "$scene = Scene_Quest.new"],
  
   # Menu Option 6  eg. Save
   ["Save Game", Cache::picture('Icon_Save'), "$scene = Scene_File.new(true, false, false)"],
  
   # Menu Option 7  eg. End Game
   [Vocab::game_end, Cache::picture('Icon_End'), "$scene = Scene_End.new"]
  
   ] # <--- Do no Delete This
  
   #===================================================#
   #  **     E N D   C O N F I G U R A T I O N     **  #
   #===================================================#
  end
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  Edited to add Ring Menu
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias initialize_original initialize
  alias start_selection_original start_actor_selection
  alias end_selection_original end_actor_selection
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0, move = true)
    @move = move
    initialize_original(menu_index)
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(0, 360)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose if @status_window
  end

  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update if @status_window
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    commands = []
    for i in 0...$game_ring_menu.size
      commands.push($game_ring_menu[i][0])
    end
    icons = []
    for i in 0...$game_ring_menu.size
      icons.push($game_ring_menu[i][1])
    end
    @command_window = Window_RingMenu.new(232, 164, commands, icons, @move, @menu_index)
    if $game_party.members.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_status_window
    names = []
    chars = []
    for i in 0...$game_party.members.size
      names[i] = $game_party.members[i].name
      chars[i] = $game_party.members[i]
    end
    @status_window = Window_RingMenu.new(255, 200, names, chars, true, $game_party.last_actor_index, true)
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      eval($game_ring_menu[@command_window.index][2])
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @command_window.visible = false
    create_status_window
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @command_window.visible = true
    @status_window.dispose if @status_window
    @status_window = nil
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      eval($game_ring_menu[@command_window.index][3])
    end
  end
end

  
#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
#  Edited to return to the menu properly when loading
#==============================================================================

class Scene_File
  alias return_scene_original return_scene
  def return_scene
    if @from_title
      $scene = Scene_Title.new
    elsif @from_event
      $scene = Scene_Map.new
    else
      if @saving
        $scene = Scene_Menu.new($game_ring_menu.size - 3)
      else
        $scene = Scene_Menu.new($game_ring_menu.size - 2)
      end
    end
  end
end

#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
#  Edited to return to the menu properly due to loading being added
#==============================================================================

class Scene_End
  alias return_scene_original return_scene
  def return_scene
    $scene = Scene_Menu.new($game_ring_menu.size - 1)
  end
end

#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
#  This class shows the current map name.
#==============================================================================

class Window_location < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 160, (WLH*2) + 32)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    $maps = load_data("Data/MapInfos.rvdata")
    @map_id = $game_map.map_id
    @currmap = $maps[@map_id].name
    self.contents.font.color = system_color
    self.contents.draw_text(0, -4, 128, 32, "Location :")
    self.contents.font.color = normal_color
    self.contents.draw_text(0, -4+WLH, 128, 32, @currmap, 1)
  end
end

#==============================================================================
# ** Window_RingMenu
#------------------------------------------------------------------------------
#  This Window creates a Ring Menu system
#==============================================================================

class Window_RingMenu < Window_Base  
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :index
  attr_reader   :item_max
  #--------------------------------------------------------------------------
  # * Refresh Setup
  #--------------------------------------------------------------------------
  START = 1
  WAIT  = 2
  MOVER = 3
  MOVEL = 4
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(center_x, center_y, commands, items, move = true, index = 0, character = false)
    super(0, 0, 544, 416)
    self.contents = Bitmap.new(width-32, height-32)
    self.opacity = 0
    @move = move
    @char = character
    @startup = STARTUP_FRAMES
    @commands = commands
    @item_max = commands.size
    @index = index.to_i
    @items = items
    @disabled = []
    for i in 0...commands.size-1
      @disabled[i] = false
    end
    @cx = center_x
    @cy = center_y
    start_setup
    refresh
  end
  #--------------------------------------------------------------------------
  # * Start Setup
  #--------------------------------------------------------------------------
  def start_setup
    @mode = START
    @steps = @startup
  end
  #--------------------------------------------------------------------------
  # * Disable index
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    @disabled[index] = true
  end
  #--------------------------------------------------------------------------
  # * Determines if is moving
  #--------------------------------------------------------------------------
  def animation?
    return @mode != WAIT
  end
  #--------------------------------------------------------------------------
  # * Determine if cursor is moveable
  #--------------------------------------------------------------------------
  def cursor_movable?
    return false if (not visible or not active)
    return false if (@opening or @closing)
    return false if animation?
    return true
  end
  #--------------------------------------------------------------------------
  # * Move cursor right
  #--------------------------------------------------------------------------
  def cursor_right
    @index -= 1
    @index = @items.size - 1 if @index < 0
    @mode = MOVER
    @steps = MOVING_FRAMES
  end
  #--------------------------------------------------------------------------
  # * Move cursor left
  #--------------------------------------------------------------------------
  def cursor_left
    @index += 1
    @index = 0 if @index >= @items.size
    @mode = MOVEL
    @steps = MOVING_FRAMES
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    if self.active
      if cursor_movable?
        last_index = @index
        if Input.repeat?(Input::DOWN) or Input.repeat?(Input::RIGHT)
          cursor_right
        end
        if Input.repeat?(Input::UP) or Input.repeat?(Input::LEFT)
          cursor_left
        end
        if @index != last_index
          Sound.play_cursor
        end
      end
      refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh    
    self.contents.clear
    case @mode
    when START
      refresh_start
    when WAIT
      refresh_wait
    when MOVER
      refresh_move(1)
    when MOVEL
      refresh_move(0)
    end
    rect = Rect.new(18, 128, self.contents.width-32, 32)
    self.contents.draw_text(rect, @commands[@index], 1)
  end
  #--------------------------------------------------------------------------
  # * Refresh Start Period
  #--------------------------------------------------------------------------
  def refresh_start
    d1 = 2.0 * Math::PI / @item_max
    d2 = 1.0 * Math::PI / @startup
    for i in 0...@item_max
      j = i - @index
      if @move
        r = RING_R - 1.0 * RING_R * @steps / @startup
        d = d1 * j + d2 * @steps
      else
        r = RING_R
        d = d1 * j
      end
      x = @cx + ( r * Math.sin( d ) ).to_i
      y = @cy - ( r * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = WAIT
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh Wait Period
  #--------------------------------------------------------------------------
  def refresh_wait
    d = 2.0 * Math::PI / @item_max
    for i in 0...@item_max
      j = i - @index
      x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
      y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
      draw_item(x, y, i)
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh Movement Period
  #--------------------------------------------------------------------------
  def refresh_move( mode )
    d1 = 2.0 * Math::PI / @item_max
    d2 = d1 / MOVING_FRAMES
    d2 *= -1 if mode != 0
    for i in 0...@item_max
      j = i - @index
      d = d1 * j + d2 * @steps
      x = @cx + ( RING_R * Math.sin( d ) ).to_i
      y = @cy - ( RING_R * Math.cos( d ) ).to_i
      draw_item(x, y, i)
    end
    @steps -= 1
    if @steps < 1
      @mode = WAIT
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(x, y, index)
    if @char
      if @index == index
        draw_character(@items[index].character_name, @items[index].character_index , x, y)
        
      end
    else
      rect = Rect.new(0, 0, @items[index].width, @items[index].height)
      if @index == index
        self.contents.blt( x, y, @items[index], rect )
        if @disabled[@index]
          self.contents.blt( x, y, ICON_DISABLE, rect )
        end
      else
        self.contents.blt( x, y, @items[index], rect, 128 )
      end
    end
  end
end

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  Edited to allow disabled character icons
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Draw Character Graphic
  #--------------------------------------------------------------------------
  def draw_character(character_name, character_index, x, y, enabled = true)
    return if character_name == nil
    bitmap = Cache.character(character_name)
    sign = character_name[/^[\!\$]./]
    if sign != nil and sign.include?('$')
      cw = bitmap.width / 3
      ch = bitmap.height / 4
    else
      cw = bitmap.width / 12
      ch = bitmap.height / 8
    end
    n = character_index
    src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, enabled ? 255 : 128)
  end
end


I call the scene SkillTree, from the menù ring but when ingame i open the menù, clicking on the "Talents" voice it returns me the following error: "Wrong numbers of arguments (0 for 1)". So I added in the 4th option of the menù (where i put the skill tree scene) "start actor selection", thinking that the problem was about the actor index. But it keeps showing me the same error. I haven't changed nothing about the Setup & Core script, and considering my low knowledge in ruby, i don't really know what to do.

If there's someone who knows how to fix it i'd be really grateful ^^

(I apologize for any error in the writing, i'm not mother tongue.)

This post has been edited by Matte_0710: Sep 6 2012, 02:23 AM
Go to the top of the page
 
+Quote Post
   
leongon
post Sep 6 2012, 05:56 PM
Post #240


Leongon of the Village of Awesome
Group Icon

Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled




At first sight it looks like your settings are correct for the ring menu, so just make sure the skill tree setup and core script are both above the ring menu system and come back to tell what happens, I can try to find a way to help further after you check this.

If your mother language is spanish I can help you in that language instead, but I can't handle anything else °3°;

This post has been edited by leongon: Sep 6 2012, 05:57 PM


__________________________
Leon's Basic VX Scripts of Awesome:
Step 1. Passive Skills - Create skills that add passive bonuses. (shitty)
Step
2. Learning from Everyone - Learn skills from enemies, or allies, without being the target of the skill. (nice)
Step 3. Dual Battle Landscapes - Set background and foreground image for your battles. (nice)
Step 4. State Details - Add description to states, and allow viewing them on menu, and in battle. (nice)
Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice)
Step 6. Skill Trees - Your actors can have talent trees now, like in the MMORPGs. (extremely nice)
Step 7. Main Menu Manager - Easy, straight, and intuitive total control of commands for the main menu. (very nice)

Drawing commissions are open. Facesets... monsters... anything: click here.


---------------------------------------------------------------------------------------------------------------------------------
Second place again xD
Deadly Christmas setup. 8.04 score... this one was not so fail. Yay!
Twist of Fate. Worst game in the competition... Yay!
Tie with two more guys out of 6 participants, so fail... Yay!
Go to the top of the page
 
+Quote Post
   

13 Pages V  « < 10 11 12 13 >
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 22nd May 2013 - 02:13 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker