The skill tree scene is lagging? Tell me to see what can I do.
Would be great if you can clarify instructions that are strange. I did my best, so I really can't tell if something is still hard to understand
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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.
Group: Member
Posts: 8
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RM Skill: Undisclosed
QUOTE (leongon @ Jul 23 2010, 09:41 PM)
The skill tree scene is lagging? Tell me to see what can I do.
Would be great if you can clarify instructions that are strange. I did my best, so I really can't tell if something is still hard to understand
It begins to lag once you have learned lots of skills. For example, I have a character who can learn 13 skills in one tree. Each skill can be upgraded 5 times. Once she's upgraded a few skills, it begins to lag and my computer starts overheating a bit.
I also have a few bugs with the 1.2 version:
1) If you enter "false" for the background picture in the customization script, the game crashes. This can probably be fixed by cutting
2) If you make a skill tree, and the spot in the furthest top-left area (that is, the first "square" of the grid) is *not* occupied by a skill, but rather a nil pointer, the game crashes with a no method error (it's trying to find the "name" of a skill, when there is none). I tested this by moving skills to and from that first area. When a skill was there, the game didn't crash.
EDIT: The problem seems to be the script wanting to init the cursor index at 0. We should instead init the cursor at the first skill in the array. I'm thinking something like this would work:
CODE
@actor.tree_skills.each_with_index do |part, i| if !part.nil? self.index = i break end end
Or something similar to that.
To illustrate bug #2, I have attached a picture. I hope it helps.
Otherwise it seems to be going quite well.
This post has been edited by johnnydangerous66: Jul 24 2010, 03:02 PM
Ha ha, I was expecting some bugs, the more features and changes make more hard to check if everything is ok xD
Fixed them both. Replace just the Core.
Thanks for reporting.
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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.
Group: Member
Posts: 8
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RM Skill: Undisclosed
Awesome! This version works great so far. No problems besides the lag I talked about earlier.
Feature request: Allow up to three "parent" skills. In my game, I have a guy who can learn three types of weapons. If he masters all three of them, a powerful mastery skill is unlocked.
Hopefully this shouldn't be too much of a hassle to integrate with the current system. Thanks!
Nope, is not hard at all. But having three parents, is kinda weird still in this age. Will be noted for a future upgrade.
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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.
Is 3 Columns the max amount that can be used with this script?
7
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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.
Group: Member
Posts: 47
Type: Writer
RM Skill: Intermediate
This script is amazing! Thank you for this!
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"You can choose a ready guide in some celestial voice. If you choose not to decide, you still have made a choice. You can choose from phantom fears and kindness that can kill; I will choose a path that's clear. I will choose Free Will."
I have a question. As far as I know I am doing this right.
MF_# is a skill while MF_#_# is a arrow poiting from the skill to the next, so for example MF_1 (Fire skill points to...) MF_1_2 (arrow down) MF_2 (Flame spell)
In the * Creating Arrow Objects * and * Creating Skill Objects * sections you insert your objects data with the unique names you want for them. I used names like "MF_1" cuz are short and still descriptive for me about what are they doing.
You can name them like "FROSTBOLT_skill" or "FROSBOLT_arrow1", that is completly up to you.
--- For your first skill... "MF_1" => [1, 0, nil, nil, 3, 3, 1] you are missing two skill ID level data:
If your maxlvl data is 3, you must enter 3 id levels. You stated that this skill has 3 levels and the script can't find the IDs for the next two levels, so is maxed.
This system uses a different skill in the database for each skill level. The reason: http://www.rpgrevolution.com/forums/index....st&p=426169 --- For the error in your screenshot, looks like something is wrong in the arrows data. Show me your * Creating Arrow Objects * section if you can't resolve the problem.
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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.
I think I am beginning to understand. BUT: is the idlevel not the skill id?
what are the other two numbers suppose to be? 1,2,3? because skill ID 1 is Fire, Skill id 2 is Flame and Skill id 3 is Blaze. I stuck with the default name of most of the variables in this case to fool around and see what i could create.
Any ways the code is below:
CODE
"MF_1" => [1, 0, nil, nil, 3, 3, 1, 2, 3], # Supose to be fire, but I put in 2,3 after the one (Skill id 1) "MF_2" => [5, 3, "MF_1", nil, 3, 3, 1,2,3], #Suppose to be Flame (Skill id 2) but I put in 1,2,3 for this id level thing "MF_3" => [10, 3, "MF_1", "MF_2", 3, 3,1,2,3], # Suppose to be Blaze (Skill Id 3) but again, 1,2,3... "MF_4" => [1, 0, nil, nil, 5, 5, 14, 15, 16, 17, 18], "MF_5" => [10, 0, "MF_4", nil, 5, 5, 19, 20, 21, 22, 23], "WA_1" => [1, 0, nil, nil, 3, 3, 24, 25, 26], "WA_2" => [1, 0, "WA_1", nil, 5, 0, 27, 28, 29, 30, 31],
I think I am beginning to understand. BUT: is the idlevel not the skill id?
what are the other two numbers suppose to be? 1,2,3? because skill ID 1 is Fire, Skill id 2 is Flame and Skill id 3 is Blaze. I stuck with the default name of most of the variables in this case to fool around and see what i could create.
I already explained: Each level is a new skill. If you can't get it, take a look at the skills database in the demo, you should catch it seeing that.
Now, the error you are getting is for a unexisting arrow object:
There is no "MF2_3" in the arrows object section, should be "MF_2_3"
and the parent data for it is wrong: "MF_2_3" => ["arrow_object", "A_ver_end", "MF_3"], replace the "MF_3" with "MF_2"
I recommend you to redo every arrow and skill object, with names you can track better.
Beside of that missing id levels and miswritten names, I don't see any more data errors. Repair those and you'll get it working.
__________________________
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.
If you want to compare there are some others scripts for skill learning/upgrading. One is named something like "skill upgrade", and I remember seeing one that can use only one skill with a defined curve on damage and mp consumed, and one that uses a grid where your char walks spending points to reach the skills. I also leaved a link to other script similar to mine(tree-thing), in the first page.
Search here and rpgmakervx.net for them.
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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.
You get that kind of error when you don't have the ST_command module at all. Maybe a copy-pasting fail, or you edited my script changing the module name, or you erased some parts by mistake, or something alike.
Replace the Core script with a new fresh and hot one from the first post, that should fix your problem. Nice thing having splitted the Setup from the Core, don't? haha
__________________________
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.
Group: Member
Posts: 23
Type: Artist
RM Skill: Intermediate
Hey, great script. I'm using a resolution change script to resize the game window 640* 480, I was wondering since there'll be extra room, would I be able to make more than 3 trees by widening the windows?
If you ask for more slots per row... I made the cursor to be "smart", so, if you change the width of the skill tree window, the icons will fit and everything will work fine, just make sure to widen it with a multiple of 24 to prevent gaps between objects. You only need to change the @column_max = 7 in Window_SkillTree_Main class, after widening the window.
However, I made the positioning absolute, not relative, so you'll need to re-adjust all other data windows.
If you are asking for each actor to have more than 3 skill trees... the system will remain the same whatever size the windows has.
__________________________
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.
Group: Member
Posts: 3
Type: Mapper
RM Skill: Intermediate
Umm I have a Question. Is this Compatible with Yanfly's Melody system or no? just curious if you knew ahead of time so i can save myself some headache if i get a tone of errors.. >< also if it is compatible where would i put it?