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> Basic? - Skill Trees - of Awesome v1.22 (07-Jul-2011 chinese version), Talent Trees if you prefer. Like in Diablo and WoW.
leongon
post Jul 4 2010, 07:14 PM
Post #1


Leongon of the Village of Awesome
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Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled




vx script skill tree talent system

Basic Skill Trees of Awesome

Version: 1.22
Author: Leongon
Release: July 04 2010
Last Actualization: February 19 2011
Exclusive: at RPG RPG Revolution
Requires: Some experience, this is not noob friendly. Being able to read instructions.

Chinese translation of 1.22v by DeathKing: Thread - Script
(Thank you DeathKing for making this for chinese, and for giving me proper credit there)


Introduction
Finally the most common feature from the MMORPGs now into VX: Skill Trees. I'm very proud of this one.

This script allow you to create talent skills that can be upgraded by spending points on a unique skill-tree for each actor.
wink.gif

Features
  • Highly configurable system.
  • Choose which classes can access each tree.
  • Up to three trees per hero.
  • Seven columns with unlimited rows object tree grid-like system.
  • Skills with many levels as you want.
  • Skills can require actor minimum level, and other skill with a minimum amount of points, before enabling it to spend points on.
  • Choose hero level where start gaining skill points on.
  • Setup script works very like Tankentai's action sequences building.
  • Easy commands for use in event script calls, that allow to reward extra skill points, to open directly an actor's skill tree, to reset trees, and more... all with three ways of targeting the actor: by party position, by name and by actor database index.
  • Easy managing of tree system's way-o-work and graphics.
  • Arrows file that you can edit as you like.
  • And lot more! Check the History section below for the latest features.

Screenshot

More screenshots, actually games.
The Scheme


A game from vinilodeon



Script
I heavily recommend you to play the demo and pick the things from it while you see how everything works. But if you are skilled then take directly the script and files here.
Main script is splitted in two:
Setup v1.22:
Attached File  Leongon_Skill_Trees_1.22_Setup.txt ( 22.21K ) Number of downloads: 599

Core v1.22:
Attached File  Leongon_Skill_Trees_1.22_Core.txt ( 29.22K ) Number of downloads: 445

Arrows file:
This must be named SkillTree.png inside the Graphics/System folder of your proyect. Edit it at your will, but keep the positions or you'll need to rearrange the list in the script too. Note that you can add more arrows to it below, just don't change the width of the image.
Attached File  SkillTree.png ( 3.75K ) Number of downloads: 969

Background Images:
If you keep Imageback Mode enabled, you must have images matching the unique names of your trees in Graphics/System folder.
ARMS.png --------------------- MAGE_FROST.png
Attached File  ARMS.png ( 65.13K ) Number of downloads: 568
Attached File  MAGE_FROST.png ( 114.08K ) Number of downloads: 527


DEMO 1.22 is up.
More than a demo... A Tutorial Game:
(Includes my newer Main Menu Manager v1.1 script)
Download Skill Trees Tutorial Game v1.22

Customization
At the beginning of the Setup script, you can handle the visual and working aspects of the system. Each option is described there.
Read the Setup script's instructions!
You get the best results building the tree like this:
Grid Example

johnnydangerous66 courtesy.

Or also you can use only the arrow's end and have four skills per row, Is up to you.


Compatibility
This is made to work with 24x24 icons, so you can get trouble if using different icon sizes.
Skill points gaining may not work correctly if you use a script that directly changes default functions for actor level up or actor skills learning as this system work over those.
Skill Trees itself should not collide with anything else nor any other script.

Including access to skill trees from the menu:

Option 1 - For default main menu. But you hardly will be using only this script that adds more commands to the main menu, so better jump to next option...
Attached File  Leongon_SKill_Trees___Patch_for_menu_access.txt ( 4.25K ) Number of downloads: 345

Option 2 - For my Main Menu Manager script I added the code already, just remove the # there.

Option 3 - For Sky's Menu Edit you can use this code:
CODE
[ST_setup::ST_menu, Scene_SkillTree.new(@index), true],

Option 4 - For Main Menu Melody you can use this code in the "Lunatic Mode - Menu Command - Imported Scripts" section:
CODE
:skilltree => [   nil,    nil,  true, nil, ST_setup::ST_menu, "Scene_SkillTree"],
...and put :skilltree in the "Menu Command" section.

Ask me if you need guidance for using this in another menu management script.

Installation
Install Core script below Setup script, both above main. Put the SkillTree.png image in Graphics/System folder, read carefully each section of the Setup script and create your skill trees.

History
v1.0
- Release.
v1.1
- Changed skill_points to st_points to prevent issues with other scripts.
- Added actor level in data window.
- Added full management of language used.
- No requirements shown if skill is maxed.
- Now can require points spend on same tree. (WoW - like)
- Now can use images on main tree background. (WoW - like)
- Now can scale actor level requirement with each point spent on skill. (Diablo 2 - like)
- Now can require two parent skill objects. (Diablo 2 - like)
v1.11
- Bug Fix.
v1.2
- Included the list of commands in the Setup script header.
- Now "ST_command::show" can define if exit to menu, or force exit to map, for better eventing possibilities.
- Now can show skill level over the icons.
- Now can ask for confirmation on spending points.
- Now can disable gaining skill point on level up.
- Now can switch between 8 different preset windows distribution with a game-variable.
- Now can switch between 3 different cursor system for the tree selection. Animated, steady or no cursor but name colouring.
v1.21
- Bug fix.
v1.22
- Minor bug fix.
- Now allow actors without skill trees in your party.
- Optional pop-up warn window for actors without skill trees.

Please report any bug you find.

Terms and Conditions
Free use on commercial and non-commercial proyects, just give credit.
Don't post the script, the demo or the system files outside www.rpgrevolution.com
If you want to share this, use a link to here.

Credits
Leongon

F.A.Q.
Teh Frequently Asked Questions of Awesome.
Q: I get a "undefinied method '[]' for nil:NilClass" error, what's wrong?
A: Check if you stated an object name in the skill tree building section that does not exist in the arrow or skill's object building sections.

Q: Why I can only spend one point in a skill even when it's max level is more than 1?
A: Each level of each skill object is a different skill in the database. If you added only the first ID level for a skill object, you'll be maxing it at level one even if you stated that it's max level is more than one.

Q: Why I can't spend any point in certain skill?
A: Make sure you not set the skill as it's own parent requirement to be learned.

Q: But is not better to make a growing curve with only one base skill?
A: I wanted each skill level to be able to do unique new things for my game, and some things like common events, states, etc. can't be "curved", and setting that data for each level of each skill object will end into excessive data input for this script. I prefer database burning this time.

Q: Only three skills per row is the only possible for this script?
A: No. You have seven slots per row to put a skill, arrow or an empty space on. How you use it is up to you. If you use only arrow ends you can put four skills per row, or if you don't use horizontal or diagonal arrows at all, you can use all seven slots for skill objects.

Q: Why you don't used the skills notefield for this system? You are a fag.
A: To much data to track in a small window like the notefield, I want to leave it for other scripts that need less data input.


This post has been edited by leongon: May 14 2012, 05:35 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!
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Litchi
post Jul 4 2010, 09:18 PM
Post #2


Level 3
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Group: Member
Posts: 40
Type: None
RM Skill: Undisclosed




why would you use tankentai style path control when you already know how to use notetags? that's moving a step backwards, a big step backwards
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leongon
post Jul 4 2010, 09:22 PM
Post #3


Leongon of the Village of Awesome
Group Icon

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




And your eventing powers pwn scripts too?

First check all what this script do, all the info that each skill contains for requirements and other skills, and then tell me if is best using notetags or building objects in a setup script.


__________________________
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
   
Litchi
post Jul 5 2010, 07:17 AM
Post #4


Level 3
Group Icon

Group: Member
Posts: 40
Type: None
RM Skill: Undisclosed




I took a quick look at it already and will still say that notetags would be much better.

Here's a quick example of your [1, nil, 5, 5, 1, 2, 3, 4, 5], example

<skill tree>
reqlvl: 1
dadskill: 0
maxlvl: 5
childreqlvl: 5
idlvl1: 2
idlvl2: 3
</skill tree>

Dont think your all that just because you can script and I cant. We're the ones who use your scripts and we're the ones who care about them since they're vital to our games. it makes more difficult to use by making things ultra complicated like tankentai style action build sequencing.
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nighthawk282
post Jul 5 2010, 08:31 AM
Post #5


RRR's Resident Nocturnal Winged Raptor
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Group: Revolutionary
Posts: 377
Type: Developer
RM Skill: Intermediate




So, played through your demo. Very nicely done. Although I'm not sure I enjoyed being stabbed with a pencil. smile.gif I've been toying around with your script for about an hour, and I must say, once I got the hang of what all the commands did, I was thoroughly impressed. I can see that this system could actually become very deep, and I plan to keep playing with it to my heart's content. I have some fairly big ideas for it, we'll see if it can live up to them. Again, well done with the script. smile.gif

@Litchi: I'm not really sure you could equal the full fuctionality of this script using notetags. There's quite a lot here. I mean, if you wanted to attempt it, you could go right ahead, maybe I'm wrong. But I know that I personally don't feel like trying to mimic this script that way, and anyone who wants a skill tree would probably able to navigate their way through the script setup to get the results they wanted. Once you start playing with it, you realize it isn't all that complicated. And I'm no scripter, to clarify. Couldn't script my way out of an empty room. tongue.gif


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leongon
post Jul 5 2010, 08:40 AM
Post #6


Leongon of the Village of Awesome
Group Icon

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




@Litchi:
You, for only one skill data and for only one script usage, filled a notetag with 9 lines and you ommited 3 id levels, ommited arrow graphics control, ommited tree objects positioning.

You know how many levels has Diablo II for each tree skill? I thinked a bit on the future, and a bit in the posibilities the users of this will want to reach. And definitively they will not be using only this script, and not only a few skills per tree.

Finally I didn't made it to be like Tankentai's action sequence building, it just end like it. Was the best option for a truck of data that a system like this requires.

@nighthawk282:
You beated me in the demo :s?


__________________________
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
 
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Litchi
post Jul 5 2010, 08:45 AM
Post #7


Level 3
Group Icon

Group: Member
Posts: 40
Type: None
RM Skill: Undisclosed




except the number of lines used for notetags doesn't matter. Theres unlimited lines you can enter in the notetag box.
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leongon
post Jul 5 2010, 09:01 AM
Post #8


Leongon of the Village of Awesome
Group Icon

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




You are an idiot if you really want to fill up each skill notefield with all that data, and all the data you ommited, rather than put it all in only one place for a single script system. The limitless of the notefield lines does not make it's window bigger to be able to track high ammount of different data for many different scripts.

Your eventing powers totally pwn scripts Litchi.


__________________________
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
 
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SojaBird
post Jul 5 2010, 09:24 AM
Post #9


Level 51
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Group: Revolutionary
Posts: 1,573
Type: Scripter
RM Skill: Advanced




Ah nice biggrin.gif
Now I know where you need that help for smile.gif

wink.gif Awsome system for what I can see of the screens!!


Greatzz,
SojaBird.


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This is a crazy drawing application! (by me)

How did I learned to script
QUOTE
Hey pim! I'm the Law G14!

For the past couple of months I've been learning RGSS and I've got the basic stuff down such windows, variables, conditional statements, ect. But, I can't see myself making big scripts such as a jumping system or a side view battle system. I was wondering how you learned to script because I really want to know how to script really well.

Thanks in advance.


Hey there,

Well I don't make battle neither though I can still teach you some things :)...
The way I've learned to script is by reading other scripts for the most part.
I've allways been interested in other peoples work but this time I though I had to try to make something myself...and it worked!!
The most importand thing when you go scripting is (at least in my case) that you want to make something to help an other wich can't script.
You also need to feel the competition that's around in the scripting-community.
Cause, I have to say, if you get pushed to get a sertain request done before an other scripter does, you feel POWERFULL!! :P
So that's an other thing...
You also don't need to be afraid to learn from others or helpfiles.
When I write my scripts, I actualy always have the helpfiles open to look things up I don't know or remember.
Then, you must be calm, cause you need to try the script a lot of times.
When I write a script, I test it after almost every changes.
First I set up the major structure.
Like when I make a window-script or part of a script I start with something like this:
CODE
class Window_Name < Window_Base
def initialize(x,y,width,height)
super(x,y,width,height)
refresh
end

def refresh
self.contents.clear
draw_contents
end

def draw_contents
draw_something(with, some, parameters)
end

def update
refresh if @something != @what_it_should_be
end
end
So that's also very important.
Then, the biggest thing I learned scripting from is TRIAL AND ERROR.
That's the most irritating way to learn something, cause it's more ERROR than TRIAL, but it does the trick realy good.

So that's it how I did it.
Now it's up to you.
Do some requests (if I didn't do it allready :P) and learn from them.

Hope that helped you out a little.
If not, keep your eye on the Scriptology-topic (see my sig) where I'll be updating for my scripting(video)tutorials.
Perhaps they're going to be usefull for you one day ;)


Greatzz,
SojaBird.
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Litchi
post Jul 5 2010, 09:28 AM
Post #10


Level 3
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Group: Member
Posts: 40
Type: None
RM Skill: Undisclosed




Your totally missing the point.
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leongon
post Jul 5 2010, 09:34 AM
Post #11


Leongon of the Village of Awesome
Group Icon

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




I really want to add compatibility with your NMI, hope you can make it auto-use the actor selection soon :3


__________________________
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 Jul 6 2010, 11:03 AM
Post #12


Leongon of the Village of Awesome
Group Icon

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




If someone extremely noob can't get the hang on how this works, always can use the other similar system that is around here:

http://www.rpgrevolution.com/forums/index....showtopic=40820

Is lot more simple than mine, it has no upgradeable skill levels, limited number of skills, no line graphic customization, only one tree per actor, no easy commands, directly openning of tree only by party member index, no reset, etc... but it uses skill notefield as it does not handle too much data. So I recommend you to use that one if can't handle mine.


__________________________
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
   
Magic Pancake
post Jul 8 2010, 06:14 AM
Post #13


Level 1
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Group: Member
Posts: 11
Type: None
RM Skill: Undisclosed




Hello leongon,

I must admit you created a very awesome script right there. I have only one question:

The script was created for RMVX. Could you please make the script compatible to RMXP? Because this is the best skill-tree-script I have ever seen and it would be a shame if one can not use it on RMXP.

Greetings
Magic Pancake
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Kread-EX
post Jul 8 2010, 07:12 AM
Post #14


(=___=)/
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Group: +Gold Member
Posts: 4,136
Type: Scripter
RM Skill: Undisclosed




You've become really good in a short period of time, you know. I have just two remarks:

- It's a little weird to see two cursors glowing in the tree scene. You change the category with L/R and there is a cursor on the current tab. And at the same time, there is the cursor on the skill icon.
What I did for a skill tree I made is make select the tab first and the skill after. Or you could keep your current system but colouring the tab font or display an icon before the active tab.
It's just that two cursors blinking are a little disturbing.

- It's no big deal, but usually, global variables are used in last resort. You can just share objects between the scene and windows without using them.

Anyway, it's the nicest skill tree I've seen for public use. I think a certain 'scripter' should try to follow your example.


__________________________
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My blog.

Click here for my e-peen


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leongon
post Jul 13 2010, 12:58 PM
Post #15


Leongon of the Village of Awesome
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Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled




@Magic Pancake:
Sorry but I don't know XP at all, I just started in RPG maker with VX version a few months ago.

@Kread-EX:
For the two cursors... well, I thinked first about making a selection first and did it, but I don't like how it ended, so changed it to work all at same time. I'll try to change the color of the selected tab if I make other version after 1.1 that is ready, should be nice.

About the global variables... I agree, and I know I'm still doing unnecessary things, and making the script code very dirty. This take about the 100 percent of my actual capability on scripting, and I'm very happy that it WORKS fine for now. As I learn more, maybe can remake them in the future.

Anyway, thank you dude for the advice, and specially for the nice words.



PD: New v1.1 on first post. I don't have more ideas to add, so is the final release until someone came with some nice ideas.


__________________________
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!
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Somel
post Jul 14 2010, 12:06 PM
Post #16



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Group: Member
Posts: 1
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RM Skill: Beginner





Hey dude, great script. Really easy to configure too.

Btw, in the demo the images used by the script appear before the battles, i don't know if it is supposed.

As for suggestions, i think it would be nice to have a feature where a skill that requires more than one skill point in order to learn it ( that would allow to more flexibility of the system ).

Kudos.
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leongon
post Jul 14 2010, 12:45 PM
Post #17


Leongon of the Village of Awesome
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Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled




Whoa! Thanks for the bug report...
Fixed! Just replace the core script if you don't want to download the demo again..



I'll take note of your suggestion too, along with gaining more than 1 point per level, sound like good additions.


__________________________
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!
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new
post Jul 14 2010, 10:07 PM
Post #18


Level 4
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Group: Member
Posts: 58
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RM Skill: Undisclosed




how do i make this compatible with KGC Custom Menu Command? i duno how to make it available in the menu.

btw, great scripts.

i just saw that you need to make multiple copies of the skill, i thought they had their own curves when you level them up.
so in the skill database you need to make level 1 frost, level 2 frost, level 3 frost and so on.

This post has been edited by new: Jul 14 2010, 10:15 PM
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leongon
post Jul 14 2010, 10:21 PM
Post #19


Leongon of the Village of Awesome
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Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled




Yup, I saw other systems using only one skill with a curve in damage and Mp, but I made this script for my game, and definitively I'm not using only damage and mp in my skills, so I decided to do it to be each level a new skill that can do unique new things like different state changes, icon, description, elements, common events, etc... Lot of database usage, but is what I need.

I'll see if I can find that KCG script to give you the hint to put this on it. Stay tuned.

<edit>
Well, for what the instructions tell, this should work in "Lunatic Mode - Menu Command - Imported Scripts" section:
CODE
206 => [   nil,    nil,  true, ST_setup::ST_menu, "Scene_SkillTree"],


then put the 206 in "how to set up the MENU_COMMANDS order" section.


__________________________
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
   
new
post Jul 15 2010, 04:49 AM
Post #20


Level 4
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Group: Member
Posts: 58
Type: None
RM Skill: Undisclosed




works now, what you searched was KGC+YF custom menu, hehe. had to switch to that from the orig KGC custom menu.

yeah, i think having no curves for skills would bring more potential to each level up of the skill. curves go for lazy people.

i have a question, do you know any scripts, to increase the number off hits? case for example in my skill tree
it goes from 1 hits, 2 hits, 3 hits. by hits i mean, the skill is animated n times, so for n = 3, like firebolt level 3, the firebolt shoots down 3 times,
or are you suggesting that, since i can make each copy of new skills, i make individual animations for each. is that better?

This post has been edited by new: Jul 15 2010, 06:16 PM
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