Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

13 Pages V  « < 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.
Matte_0710
post Sep 7 2012, 05:55 AM
Post #241



Group Icon

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




QUOTE (leongon @ Sep 7 2012, 03:56 AM) *
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�;


I already have put both scripts above the ring's one, but if it can helps, I can say which are the other scripts that I use. I have a custom item, status and equip scene, from the FFXII Menu script. There was also a Portuguese script called "Modulo Geral" in that group of scripts and it was necessarily to let the other scripts work, and I think it rewrite some class, but I'm not sure cause I can't understand very well portuguese and rgss2 too. If it's helpful I can post it here.

Anyway, I'm Italian not Spanish, sorry.

This post has been edited by Matte_0710: Sep 7 2012, 08:42 AM
Go to the top of the page
 
+Quote Post
   
leongon
post Sep 7 2012, 04:03 PM
Post #242


Leongon of the Village of Awesome
Group Icon

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




Hmmm... i'm not scripting at all lately, so it's a bit hard for me to analyze your menu script... but let's try using this line:

[ST_setup::ST_menu, Cache::picture('Icon_Skills'), "start_actor_selection", "$scene = Scene_SkillTree.new(@status_window.index)"],

Tell me what happens.


__________________________
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
   
Matte_0710
post Sep 10 2012, 04:25 AM
Post #243



Group Icon

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




It works! Thank you so much, do you know also what was the problem? So if it happens again i know what to change!
Go to the top of the page
 
+Quote Post
   
leongon
post Sep 21 2012, 07:21 PM
Post #244


Leongon of the Village of Awesome
Group Icon

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




Sorry for the delayed reply, I have been working too much... not a chance to get online.

The problem was apparently your menu script modifying the base behavior of the actor selection or something like that... so you can't just tell it that it needs to be run before launching the new scene, now you also need to attach the answer of the actor selection manually into the new scene call.


__________________________
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
   
omgnoob
post Dec 15 2012, 04:14 AM
Post #245



Group Icon

Group: Member
Posts: 1
Type: Event Designer
RM Skill: Intermediate




Hi, I really hope this won't be considered necro-posting... pinch.gif (my first post.. not really a 'forum' person...)

First thing I'd like to say is: WOW! Amazing script, never seen anything like it! A true masterpiece!
lots of great features and great visualization. thumbsup.gif

I was playing around with the DEMO, looking at the trees made there and I think its wonderful.
But it seems I failed at making my own tree. :\
I followed the instructions and made every skill\level in the database and set everything up in the
configuration script.
But I keep encountering this error:


Here is my setup script:
CODE
module ST_setup
################################################################################
#                                   * Setup *                                  #
#                     Basic? - Skill Tree - of Awesome v1.22                   #
#                                  19 Feb 2011                                 #
################################################################################
# Author: Leongon                                                              #
# Contact: carlos_gon47@hotmail.com       (or PM leongon on the board below)   #
# Licence: Free for commercial and non-commercial proyects, just credit.       #
# Share: Exclusive for www.rpgrevolution.com                                   #
#        If you want to share it outside give a link only, please.             #
################################################################################
# This is my very first big non-so-basic script, and I'm very proud of how it  #
# got done, almost exactly what I wanted to accomplish when I start writing it #
# about a week ago.                                                            #
# ---------------------------------------------------------------------------- #
# As the name says, this script introduces the very popular function from most #
# MMORPGs: Skill Trees, or talent trees if you prefer, for your heroes.        #
#                                                                              #
# You need to work only in this one, the Core manages the info you give here   #
# and builds the system.                                                       #
################################################################################
# Instructions #                                                               #
################                                                               #
#                                                                              #
# This works pretty much like Tankentai's action sequences building. You'll    #
# need to create objects that you must organize at the end in the final trees. #
# I put descriptions and syntax in each sections to help you on understanding  #
# how to build your trees. So read each carefully.                             #
#                                                                              #
# Actually I made it to be able to work like Diablo II and World of Warcraft   #
# talent systems. Combine both systems if you want. Play with the object's     #
# requirements to make it work as you like.                                    #
#                                                                              #
# If you don't understand this, play the Tutorial, is almost a game more than  #
# a demo, and it will carry you around some of this script posibilities, and   #
# teach you how to use them.                                                   #
#                                                                              #
# If you still need guidance, find bugs or have ideas, reply on the thread.    #
# I will answer everything that is not already explained here, the thread or   #
# in the tutorial, if I'm still around. (One never knows what the life have    #
# for fate)                                                                    #
#                                                                              #
################################################################################

################################################################################
# Command List #            Commands for use on script call events             #
################                                                               #
# Commands:                                                                    #
#                                                                              #
# ST_command::show(mode, actor, exit)       - Opens directly an actor's tree.  #
#                                                                              #
# ST_command::reward(mode, actor, quantity) - Give extra points to an actor.   #
# ST_command::reward_party(quantity)        - Give extra points to party.      #
#                                                                              #
# ST_command::reset(mode, actor)            - Reset an actor's skill trees.    #
# ST_command::reset_party                   - Reset entire party skill trees.  #
#                                                                              #
# ---------------------------------------------------------------------------- #
# Values:                                                                      #
#                                                                              #
# mode      0 - Target actor by party position.                                #
#           1 - Target actor by actor name.                                    #
#           2 - Target actor by actor ID.                                      #
#                                                                              #
# actor     Actor position, name or ID, depending on mode.                     #
#                                                                              #
# exit      true - Exits to Map uppon leaving the Skill Tree scene.            #
#           Ommit for exiting to menu.                                         #
#                                                                              #
# quantity  Amount of skill points to reward.                                  #
#           Ommit to reward one point.                                         #
#                                                                              #
################################################################################


#------------------------------------------------------------------------------#
# * General Settings *                                                         #
#                                                                              #
# --------- System ---------- # ---------------------------------------------- #
  ST_menu_pos = 2             # Menu index to land when exiting Skill Trees.   #
  ST_scale_mode = true        # (true-false) Skills that require actor level   #
                              # will scale with each point spended, requiring  #
                              # one more actor level each time.                #
  ST_level_up_point = true    # (true-false) Gain a skill point on level up.   #
  ST_first_skill_point = 2    # Actor lvl where start gaining skill points at. #
  ST_confirm_popup = true     # (true-false) Require confirm for spend point.  #
  ST_notalents_popup = true   # (true-false) Show warning pop-up for actors    #
                              # without skill trees available.                 #
  ST_notalents_popAN = true   # (true-false) Include actor's name in warning   #
                              # string for actors without skill trees.         #
# -------- Language --------- # ---------------------------------------------- #
  ST_menu = "Skills"         # Menu selection command. Will be used on menu   #
                              # access to the skill trees.                     #
  ST_voc_max = "Maxed"        # Skill maxed.                                   #
  ST_voc_unl = "Not Learned"  # Skill still not learned.                       #
  ST_voc_now = "Current Lv.: "        # Actual skill level description.                #
  ST_voc_nex = "Next Lv.: "       # Next skill level description.                  #
  ST_voc_cur = "Skill Points: "# Currency count.                                #
  ST_voc_req = "Require:"     # Title for requirements.                        #
  ST_voc_lvl = "Level "  # Hero level required.                           #
  ST_voc_one = " point in "   # One point required.                            #
  ST_voc_many = " points in " # More than one point required.                  #
  ST_voc_q = "Are you sure?"  # Confirm box question.                          #
  ST_voc_ok = "Confirm"            # Confirm selection.                             #
  ST_voc_cancel = "Cancel"    # Revoke selection.                              #
  ST_voc_noSTpop_pre = ""     # Text before actor's name for no-tree warning.  #
  ST_voc_noSTpop_pos = "Currently unavailable." # Text   #
                              # after actor's name for no-tree warning.        #
  ST_voc_noSTpop = "Back" # Command for actors without skill trees         #
# -------- Graphics --------- # ---------------------------------------------- #
  ST_zero_sp_color = 10       # (0-31) Color for zero skill points.            #
  ST_skillname_color = 14     # (0-31) Color for selected skill's name.        #
  ST_arrow_disabled = 118     # (0-255) Alpha for disabled arrow objects.      #
  ST_skill_disabled = 138     # (0-255) Alpha for disabled skill objects.      #
  ST_show_obj_lvl = true      # (true-false) Show object level over the icons. #
  ST_arrow_hue = 155          # (0-360) This is the color variance of the      #
                              # arrow's graphics.                              #
  ST_imageback = 240          # (0-255) Alpha. Replaces the main tree window   #
                              # background with an image. To disable this mode #
                              # use false. Images must be at 206x348 size, in  #
                              # Graphics/System/ folder, matching the tree     #
                              # names in Tree Building section. (Ex: ARMS.png) #
  ST_windows_var = 11         # (ID) Game-variable ID that controls windows    #
                              # distribution on the screen. Change the value   #
                              # of that variable from 0 to 7, try them all.    #
  ST_tree_selection = 0       # (0-2) Tree selection windows work option.      #
                              # 0: Animated cursor. 1: Steady cursor.          #
                              # 2: Colour name, no cursor.                     #
  ST_treeselection_color = 14 # Color for tree selection option 2.             #
#-----------------------------#------------------------------------------------#


ST_arrow = [ # Don't touch.
#------------------------------------------------------------------------------#
# * Arrow Graphics List *                                                      #
#                                                                              #
# You don't need to touch this section unless you change the arrow's order in  #
# the SkillTree.png file.                                                      #  
#------------------------------------------------------------------------------#
# "GraphicName",                                                               #
  "A_l_st",            # To left line, start.                                  #
  "A_r_st",            # To right line, start.                                 #
  "A_ver_st",          # Vertical line, start.                                 #
  "A_ver",             # Vertical line.                                        #
  "A_hor",             # Horizontal line.                                      #
  "A_ver_end",         # Vertical line, end.                                   #
  "A_l_end",           # To left line, end.                                    #
  "A_r_end",           # To right line, end.                                   #
  "A_ver_w_diag_r",    # Vertical line with right diagonal branch.             #
  "A_ver_w_diag_l",    # Vertical line with left diagonal branch.              #
  "A_diag_r_st",       # Diagonal to right line, start.                        #
  "A_diag_r_abo_cor",  # Diagonal to right upper chunk.                        #
  "A_diag_r_bel_cor",  # Diagonal to right lower chunk.                        #
  "A_diag_r",          # Diagonal to right line.                               #
  "A_diag_r_end",      # Diagonal to right line, end.                          #
  "A_diag_l_st",       # Diagonal to left line, start.                         #
  "A_diag_l_abo_cor",  # Diagonal to left upper chunk.                         #
  "A_diag_l_bel_cor",  # Diagonal to left lower chunk.                         #
  "A_diag_l",          # Diagonal to left line.                                #
  "A_diag_l_end",      # Diagonal to left line, end.                           #
] # Don't touch.                                                               #
#------------------------------------------------------------------------------#


ST_object = { # Don't touch.
#------------------------------------------------------------------------------#
# * Creating Arrow Objects *                                                   #
#                                                                              #
# Here you build arrow objects for each tree. Each arrow fragment must be      #
# created as a unique arrow object, that way they can have requirements to be  #
# enabled.                                                                     #
#------------------------------------------------------------------------------#
#                                                                              #
# "ArrowObject"  - Is the unique name for that arrow object.                   #
# "arrow_object" - Identifier, use always "arrow_object".                      #
# "arrow"        - Is the graphic name from Arrow Graphics List section.       #
# "dadskill"     - Father Skill Object name. The skill object that conditions  #
#                  this arrow object.                                          #
#------------------------------------------------------------------------------#
# "ArrowObject" => ["arrow_object", "arrow", "dadskill"],

  "MF_1_1"      => ["arrow_object", "A_ver_st", "MF_1"],
  "MF_1_2"      => ["arrow_object", "A_ver_end", "MF_1"],
  "MF_2_1"      => ["arrow_object", "A_diag_l_st", "MF_2"],
  "MF_2_2"      => ["arrow_object", "A_diag_l_end", "MF_2"],
  "MF_2_3"      => ["arrow_object", "A_diag_l_abo_cor", "MF_2"],
  "MF_2_4"      => ["arrow_object", "A_diag_l_bel_cor", "MF_2"],
  "MF_4_1"      => ["arrow_object", "A_ver_st", "MF_4"],
  "MF_4_2"      => ["arrow_object", "A_ver_end", "MF_4"],
  "WA_1_1"      => ["arrow_object", "A_ver_st", "WA_1"],
  "WA_1_2"      => ["arrow_object", "A_ver_end", "WA_1"],
  #--
  "WA_d1_1"     => ["arrow_object", "A_ver_st", "WA_d1"],
  "WA_d1_2"     => ["arrow_object", "A_ver_end", "WA_d1"],
  "WA_d2_1"     => ["arrow_object", "A_ver_st", "WA_d2"],
  "WA_d2_2"     => ["arrow_object", "A_ver_end", "WA_d2"],
  "WA_d4_1"     => ["arrow_object", "A_diag_l_abo_cor", "WA_d4"],
  "WA_d4_2"     => ["arrow_object", "A_diag_l_st", "WA_d4"],
  "WA_d4_3"     => ["arrow_object", "A_ver_st", "WA_d4"],
  "WA_d4_4"     => ["arrow_object", "A_diag_r_st", "WA_d4"],
  "WA_d4_5"     => ["arrow_object", "A_diag_r_abo_cor", "WA_d4"],
  "WA_d4_6"     => ["arrow_object", "A_diag_l_end", "WA_d4"],
  "WA_d4_7"     => ["arrow_object", "A_diag_l_bel_cor", "WA_d4"],
  "WA_d4_8"     => ["arrow_object", "A_ver_end", "WA_d4"],
  "WA_d4_9"     => ["arrow_object", "A_diag_r_bel_cor", "WA_d4"],
  "WA_d4_10"     => ["arrow_object", "A_diag_r_end", "WA_d4"],
#------------------------------------------------------------------------------#

  "AR_1_4"      => ["arrow_object", "A_diag_l_end", "AR_1"],
  "AR_1_5"      => ["arrow_object", "A_ver_end", "AR_1"],
  "AR_3_7a"     => ["arrow_object", "A_ver", "AR_3"],
  "AR_3_7b"     => ["arrow_obejct", "A_ver_end", "AR_3"],
  "AR_4_6"      => ["arrow_object", "A_ver_end", "AR_4"],
  "AR_5_7"      => ["arrow_object", "A_diag_r_end", "AR_5"],
  "AR_6_14a"    => ["arrow_object", "A_ver", "AR_6"],
  "AR_6_14b"    => ["arrow_object", "A_ver_end", "AR_6"],
  "AR_8_9"      => ["arrow_object", "A_ver_end", "AR_8"],
  "AR_9_15a"    => ["arrow_object", "A_ver", "AR_9"],
  "AR_9_15b"    => ["arrow_object", "A_ver_end", "AR_9"],
  "AR_10_11a"   => ["arrow_object", "A_ver", "AR_10"],
  "AR_10_11b"   => ["arrow_object", "A_ver_end", "AR_10"],
  "AR_12_13a"   => ["arrow_object", "A_ver", "AR_12"],
  "AR_12_13b"   => ["arrow_object", "A_ver_end", "AR_12"],
  "AR_14_16a"   => ["arrow_object", "A_ver", "AR_14"],
  "AR_14_16b"   => ["arrow_object", "A_ver_end", "AR_14"],
  "AR_15_16"    => ["arrow_object", "A_diag_r_end", "AR_15"],
  
#------------------------------------------------------------------------------#


#------------------------------------------------------------------------------#
# * Creating Skill Objects *                                                   #
#                                                                              #
# Here you build skill objects for each tree. They contain the info regarding  #
# their levels and requirements to be enabled, and for enabling other skill    #
# objects.                                                                     #
#------------------------------------------------------------------------------#
#                                                                              #
# "SkillObject"  - Is the unique name for that skill object.                   #
# reqlvl         - Is the actor needed level for this object to be enabled.    #
# treepts        - Are the required points spended in the tree for this object #
#                  to be enabled.                                              #
# "dad" - "mom"  - Parents skill Object name. Skill objects that conditions    #
#                  this skill object. Use nil for no dependance.               #
# maxlvl         - Is the maximum skill points spendable on this skill object. #
# childreqlvl    - Is the necessary ammount of points in this skill object to  #
#                  allow spending points in skills linked to this one.         #
# idlvl...       - Are the Skill IDs for each level of that skill.             #
# -----------------------------------------------------------------------------#
# "SkillObject" => [reqlvl, treepts, "dad", "mom", maxlvl, childreqlvl, idlvl1, idlvl2,...],

  "MF_1"        => [1, 0, nil, nil, 5, 1, 1, 2, 3, 4, 5],
  "MF_2"        => [5, 0, nil, nil, 3, 1, 6, 7, 8],
  "MF_3"        => [10, 0, "MF_1", "MF_2", 5, 0, 9, 10, 11, 12, 13],
  "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],
  "WA_d1"       => [1, 0, nil, nil, 1, 1, 32],
  "WA_d2"       => [1, 0, "WA_d1", nil, 1, 1, 33],
  "WA_d3"       => [1, 0, "WA_d2", nil, 1, 1, 34],
  "WA_d4"       => [1, 0, "WA_d3", nil, 1, 1, 35],
  "WA_d5"       => [20, 0, nil, nil, 1, 1, 36],
  "WA_d6"       => [20, 0, nil, nil, 1, 1, 37],
  "WA_d7"       => [20, 0, nil, nil, 1, 1, 38],
  
#---- Archer Class Skills -----------------------------------------------------#

  "AR_1"        => [1, 0, nil, nil, 10, 5, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125],
  "AR_2"        => [4, 0, nil, nil, 10, 0, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135],
  "AR_3"        => [4, 0, nil, nil, 5, 3, 171, 172, 173, 174, 175],
  "AR_4"        => [6, 0, "AR_1", nil, 5, 1, 144, 145, 146, 147, 148],
  "AR_5"        => [6, 0, "AR_1", nil, 8, 5, 136, 137, 138, 139, 140, 141, 142, 143],
  "AR_6"        => [12, 0, "AR_4", nil, 5, 1, 149, 150, 151, 152, 153],
  "AR_7"        => [12, 0, "AR_3", "AR_5", 3, 0, 154, 155, 156],
  "AR_8"        => [8, 0, nil, nil, 5, 5, 184, 185, 186, 187, 188],
  "AR_9"        => [16, 0, "AR_8", nil, 8, 3, 157, 158, 159, 160, 161, 162, 163, 164],
  "AR_10"       => [16, 0, nil, nil, 5, 5, 179, 180, 181, 182, 183],
  "AR_11"       => [28, 0, "AR_10", nil, 3, 0, 189, 190, 191],
  "AR_12"       => [20, 0, nil, nil, 3, 3, 176, 177, 178],
  "AR_13"       => [32, 0, "AR_12", nil, 5, 0, 193, 194, 195, 196, 197],
  "AR_14"       => [24, 0, "AR_6", nil, 6, 3, 165, 166, 167, 168, 169, 170],
  "AR_15"       => [28, 0, "AR_9", nil, 1, 1, 192],
  "AR_16"       => [36, 0, "AR_14", "AR_15", 6, 0, 198, 199, 200, 201, 202, 203],

} # Don't touch.                                                               #
#------------------------------------------------------------------------------#


ST_tree_build = { # Don't touch.
#------------------------------------------------------------------------------#
# * Tree Building *                                                            #
#                                                                              #
# Here you build each skill tree using the previous set'd skill and arrow      #
# objects.                                                                     #
#                                                                              #
# There are 7 slots per row, being 1, 4 and 7 for skill objects, while 2,3,5   #
# and 6 are for arrow objects. Rows have no max limit, you have the first one  #
# for skills, next two are for arrows and so.                                  #
#------------------------------------------------------------------------------#
#                                                                              #
# "TREE_NAME" - Is the tree unique name.                                       #
# "obj..."    - Skill or Arrow Object name from the previous sections.         #
#               For empty slot use nil.                                        #
# -----------------------------------------------------------------------------#
# "TREE_NAME" => [   obj 1,   obj 2,   obj 3,   obj 4,   obj 5,   obj 6,   obj 7],

"MAGE_FROST" => ["MF_1"  ,     nil,     nil,  "MF_2",     nil,     nil,  "MF_4",
                  "MF_1_1","MF_2_3","MF_2_1",     nil,     nil,     nil,"MF_4_1",
                  "MF_1_2","MF_2_2","MF_2_4",     nil,     nil,     nil,"MF_4_2",
                  "MF_3"  ,     nil,     nil,     nil,     nil,     nil,  "MF_5"],
                  
"ARMS"       => ["WA_1"  ,     nil,     nil,     nil,     nil,     nil,  "WA_d1",
                  "WA_1_1",     nil,     nil,     nil,     nil,     nil,"WA_d1_1",
                  "WA_1_2",     nil,     nil,     nil,     nil,     nil,"WA_d1_2",
                  "WA_2"  ,     nil,     nil,     nil,     nil,     nil,  "WA_d2",
                       nil,     nil,     nil,     nil,     nil,     nil,"WA_d2_1",
                       nil,     nil,     nil,     nil,     nil,     nil,"WA_d2_2",
                       nil,     nil,     nil, "WA_d4",     nil,     nil,  "WA_d3",
                  nil,"WA_d4_1","WA_d4_2","WA_d4_3","WA_d4_4","WA_d4_5",      nil,
                  nil,"WA_d4_6","WA_d4_7","WA_d4_8","WA_d4_9","WA_d4_10",      nil,
                  "WA_d5" ,     nil,     nil, "WA_d6",     nil,     nil,  "WA_d7"],

#---- Archer Class Tree -------------------------------------------------------#

"ARCHER" => [  "AR_2",       nil,        nil,     nil,     "AR_1",     nil,        nil,
                   nil,       nil,        nil,"AR_1_4",   "AR_1_5",     nil,     "AR_3",
                   nil,       nil,     "AR_4",     nil,     "AR_5",     nil,  "AR_3_7a",
                "AR_8",       nil,   "AR_4_6",     nil,        nil,"AR_5_7",  "AR_3_7b",
              "AR_8_9",       nil,     "AR_6",     nil,        nil,     nil,     "AR_7",
                "AR_9",       nil, "AR_6_14a",     nil,    "AR_10",     nil,        nil,
            "AR_9_15a",       nil, "AR_6_14b",     nil,"AR_10_11a",     nil,    "AR_12",
            "AR_9_15b",       nil,    "AR_14",     nil,"AR_10_11b",     nil,"AR_12_13a",
               "AR_15",       nil,"AR_14_16a",     nil,    "AR_11",     nil,"AR_12_13b",
                   nil,"AR_15_16","AR_14_16b",     nil,        nil,     nil,    "AR_13",
                   nil,       nil,    "AR_16",     nil,        nil,     nil,       nil],

} # Don't touch.                                                               #
#------------------------------------------------------------------------------#


ST_class_assign = { # Don't touch.
#------------------------------------------------------------------------------#
# * Asigning Skill Trees to Classes *                                          #
#                                                                              #
# Here you set the available trees for each class. Max of 3 trees per class.   #
# If less, use nil.                                                            #
#------------------------------------------------------------------------------#
#                                                                              #
# ClassID           - Is the class id, d'oh.                                   #
# "TREE..."         - Are the tree's unique names from Tree Building section,  #
#                     this class have available.                               #
# "Display..."      - Are the displayed name for that skill tree. Ex: Having   #
#                     "Protection" tree for Warriors and Paladins in WoW.      #
#------------------------------------------------------------------------------#
# ClassID => ["TREE_1", "TREE_2", "TREE_3", "Display 1", "Display 2", "Display 3"],

  1  => ["MAGE_FROST", "ARMS", nil, "Frost", "Arms", nil],
  12 => ["ARCHER", nil, nil, "Archer", nil, nil],
  
} # Don't touch.                                                               #
#------------------------------------------------------------------------------#


#------------------------------------------------------------------------------#
end # of Skill Tree's setup script.                                            #
#------------------------------------------------------------------------------#


Thanks in advance, I'd really like to get it to work. unsure.gif

EDIT: Never mind! I fixed it!
I'm so dumb.. -__-
It was just a typo at one of the arrow objects ("arrow_obejct" instead of "arrow_object") ...
Thanks anyway! Once again great script!

EDIT 2:
Another question if I may...
Is it possible to make the cursor go up and down by both 2 & 3 rows?
I'm no scripter, but I've seen this part of the code:
CODE
  def cursor_down(wrap = false)
    if (@index < @item_max - @column_max) or (wrap and @column_max == 1)
      @index = (@index + (@column_max*3)) % @item_max unless
      @data[(@index + (@column_max*3)) % @item_max] == nil or
      @data[(@index + (@column_max*3)) % @item_max] == "arrow"
      $sk_tree_data_refresh = true
    end
  end
  def cursor_up(wrap = false)
    if (@index >= @column_max) or (wrap and @column_max == 1)
      @index = (@index - (@column_max*3) + @item_max) % @item_max unless
      @data[(@index - (@column_max*3) + @item_max) % @item_max] == nil or
      @data[(@index - (@column_max*3) + @item_max) % @item_max] == "arrow"
      $sk_tree_data_refresh = true
    end
  end

As I understand it, the index will always be a '@culomn_max*3' value, meaning 3 rows up\down...
I'd like it to check for 2 rows as well, but its out of my ability to do so. :\
Could you please help me edit this little part so it will check if it can move by 2 or 3 rows at the same time?
Thanks in advance.

EDIT 3:
Apparently I managed to pull that off myself!
No more issues \ questions~ ^^
Thanks for this great script!

This post has been edited by omgnoob: Dec 15 2012, 11:25 AM
Go to the top of the page
 
+Quote Post
   
leongon
post Dec 16 2012, 10:36 AM
Post #246


Leongon of the Village of Awesome
Group Icon

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




Glad you sorted it out by yourself.

I'm still checking if there is assistance needed for my scripts, just that since forum's traffic has gone very low in VX area, i'm not comming to check too often. tongue.gif

Still, if anyone needs help, i'll keep trying to give guidance for some more time.


__________________________
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
   
Destinynite1
post Jan 25 2013, 10:48 PM
Post #247


Level 11
Group Icon

Group: Revolutionary
Posts: 193
Type: Developer
RM Skill: Masterful




Hey Leon. (Sorry for necropost. Need a bit of help) I am currently using a mouse script, found here at RRR, and I accidentally clicked on a blank spot on the skill tree and it threw an error at me. Is there anyway this can be fixed? I'm not using the other script in the demo as I have my own menu script.


__________________________
Current Project


1. Legends of the Four

Database - 75%
Scripting -55%
Storyline - SCRAPED (OPEN WORLD)
Character Skills - 100%
Monster Skills - 60%
Item Creation Skills- 45%
Everything else - No idea xD

Go to the top of the page
 
+Quote Post
   
leongon
post Jan 26 2013, 11:32 AM
Post #248


Leongon of the Village of Awesome
Group Icon

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




That would need some coding. Is because all in the skill trees is made a "button" even the empty spaces, and in the script architecture i made it so when you move the cursor it "skips" anything that is not a skill object. I understand with a mouse script you can force a click on areas my script was not letting the cursor to be... so I think to patch that it will be necessary to add behavior when clicking on both arrow objects and empty spaces aswell.

I'm not able to add coding for you at the moment, since I formated my computer and lost my installation of VX. I'll try to find it and see if can do something. But for now I suggest you to ask another scripter for help on this specific issue.

This post has been edited by leongon: Jan 26 2013, 11:33 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
   
Destinynite1
post Jan 26 2013, 12:33 PM
Post #249


Level 11
Group Icon

Group: Revolutionary
Posts: 193
Type: Developer
RM Skill: Masterful




Alright. That's not an issue. Its nothing big just more of an inconvenience. But thanks for the heads up.


__________________________
Current Project


1. Legends of the Four

Database - 75%
Scripting -55%
Storyline - SCRAPED (OPEN WORLD)
Character Skills - 100%
Monster Skills - 60%
Item Creation Skills- 45%
Everything else - No idea xD

Go to the top of the page
 
+Quote Post
   
gregjhanks
post Feb 26 2013, 08:24 PM
Post #250



Group Icon

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




Hey, I was wondering if you had a work-around for the KGC party system in conjunction with your script. (this is the system where you can switch between all 8 party members, accessed through a menu icon - the default RPGVX doesn't allow you to have 8 in your party) I LOVE your Skill Tree script, but I can't get it to work with KGC party system. If you have any ideas or if this was already answered in the forum, could you point me in the right direction? Or if you know of any other party system that works with your script. Thanks!

This post has been edited by gregjhanks: Feb 26 2013, 08:26 PM
Go to the top of the page
 
+Quote Post
   
leongon
post Mar 1 2013, 11:45 AM
Post #251


Leongon of the Village of Awesome
Group Icon

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




I think it just need some scripting in the menu manager related to the large party script. Nothing much to do in the skill trees script.

You select an actor, and launch the skill tree scene including the actor ID, that's pretty it.


__________________________
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  « < 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: 23rd May 2013 - 01:24 AM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker