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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 15 2010, 06:40 PM
Post #21


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




I can't understand exactly what you are asking for.
If it's for some function to repeat the skill animation n times, well, is something that this script can't do. This script only manages the learning system, not what the skills do. I don't know any script for that, so try the request forum, maybe someone knows or can make 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!
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new
post Jul 16 2010, 01:15 AM
Post #22


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




what i was trying to say is that the next level of the skills are better done because the script doesnt use curves.
example: fire bolt level 1 base dmg 150 mp cost 6 hit 1 => fire bolt level 1 base dmg 300 mp cost 12 hits 2.
and i was just asking if you know any scripts that increases a skill's target, which ii think i could use yerd custom target skills to increase number of hits of a skill.

is this the line to disable imageback? and set it to false? i get error when i replace that number value with "false"
ST_imageback = 250

This post has been edited by new: Jul 16 2010, 01:24 AM
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leongon
post Jul 16 2010, 08:50 AM
Post #23


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




ST_imageback = false ...not "false", but you found a bug. I'll fix it.

Done! Replace only the Core script if you don't want to download the demo again.


__________________________
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 20 2010, 05:03 PM
Post #24


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




i have question, how do you make it so learning skills also require items. you know in WoW, or other MMOs, you need to buy skill book from NPC, before you can start putting skill points to it.
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leongon
post Jul 20 2010, 06:17 PM
Post #25


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




I don't know any game that works that way, so I can't guide you.

This script can work exactly as WoW or almost like Diablo II, I made it with that goal, and in WoW are no book that teach you something in the skill trees. If you have system suggestions make them more detailed please, I have not played every game on earth, you know tongue.gif


__________________________
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 21 2010, 12:37 AM
Post #26


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




oh, it wasnt in WoW? how about AION? you buy skill manuals from NPC or stigma stones dropped by mosnters, rather than use skill points, to level up skills in the skill tree. AION has new features not in WoW.

hmm, if its not, its okay. Diablo style is still cool, hehe.
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leongon
post Jul 21 2010, 08:11 AM
Post #27


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




I don't know those games, but you can make an item with the command to reward skill points.
Use this common event script:
CODE
y = $game_party.last_target_index
ST_command::reward(0,y)

You'll need to set the item Growth Effect to whatever but none, so it can be used.


__________________________
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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johnnydangerous6...
post Jul 22 2010, 09:18 AM
Post #28


Level 1
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Group: Member
Posts: 8
Type: None
RM Skill: Undisclosed




I'm just posting here to say thank you. I don't think you're getting half the credit you deserve for making this script. This is what people have been requesting since RPG Maker VX (or any RPG Maker for that matter) was released. Every week or so you see someone requesting a "Diablo 2 skill tree script", and usually the only reply they get is a cynical "learn to event!!!!" from a moderator or someone pretending to be a moderator.

This script is thorough (yet simple), easy to customize, and aesthetically pleasing. It's fast and has a very "sleek" feel to it. I like it a lot.

This is a landmark project, and I applaud you. I'm not sure why some of the first comments made here were so snotty...seriously, this is incredible. Your effort is truly appreciated. I for one will be using this script extensively. If I have any suggestions I'll be sure to post them here.

Thank you leongon.
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leongon
post Jul 22 2010, 10:16 AM
Post #29


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




There are people around that simply are against Tankentai SBS, and for those seeing that this script setup is tankentai-like, turns it into a target to attack. At least that is the main reason to dislike this system, cuz, even if I stated that is "not noob friendly" is definitively not complicated at all.

Thank you for your nice words, Johnny.


PD: I'll be releasing the 1.2 soon, It can show the points spended over the icons, rearrange the windows in eight preset different positions, and a few more things.


__________________________
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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FlyingPenguin
post Jul 22 2010, 04:37 PM
Post #30


Level 1
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Group: Member
Posts: 11
Type: Developer
RM Skill: Skilled




I really like this script, but I am having problems with it. I have copied the scripts into my game, set up the skill trees and everything; but when I go into the talents menu to the skill tree, and try and switch the current selected tree, it comes up with the following error:

Script 'Leongon SkillTree Core' line 208: NoMethodError occurred.

undefined method '[]' for nil:NilClass

I tried it in your demo and it works fine, but when I change any of the skill trees, it comes up with this error. Am I doing something wrong? Or could it be a compatibility error? Let me know if you need me to list the scripts I am using in this game.


__________________________
DARK HORIZONS
A zombie-survival/mystery game

Maps 5%
Scripting 65%
Story 80%
Database 35%
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leongon
post Jul 22 2010, 05:23 PM
Post #31


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




Show me a copy of your skill tree 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!
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Legion Saga
post Jul 22 2010, 09:42 PM
Post #32



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Group: Member
Posts: 3
Type: Event Designer
RM Skill: Advanced




One thing I suggest is a Confirmation Window, where if the player chooses a skill to upgrade he will be asked if its he's final decision... that avoids player from pressing confirm button by mistake smile.gif
all in all its a great cool script happy.gif (I'll be using this to my project) Cookiez for you *credits*

This post has been edited by Legion Saga: Jul 22 2010, 09:56 PM
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johnnydangerous6...
post Jul 23 2010, 06:47 AM
Post #33


Level 1
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Group: Member
Posts: 8
Type: None
RM Skill: Undisclosed




QUOTE (Legion Saga @ Jul 22 2010, 09:42 PM) *
One thing I suggest is a Confirmation Window, where if the player chooses a skill to upgrade he will be asked if its he's final decision... that avoids player from pressing confirm button by mistake smile.gif
all in all its a great cool script happy.gif (I'll be using this to my project) Cookiez for you *credits*


This is a great suggestion, and it would only take a few lines of code to accomplish this. Mistakes can be corrected, though, by a calling the script. Perhaps you could have an NPC "reset" everything for a price?

Also, Leo, though it is obvious in your notes, I thought I'd reiterate here for others, with regard to skill-tree setups:

CODE
# 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.


This means there are designated positions for skills and arrows in any particular tree. It's like a "grid". I overlooked this at first and placed five skills on the same row. This lead to no-method calls that were trying to get names from arrow objects.

A healthy suggestion to your instructions: Prior to editing the script, recommend users to "draw" their grids on some paper, or using a spreadsheet program, or anything. This would give them a visualization of what the tree (or "grid" rather) should look like. They'd just have to remember that at most they'll only have seven columns, with however many rows they need for other skills. I have attached a sample of a 7x7 mock-up skill tree so people can get a visualization of what I mean.

I'll also agree with another poster that the blinking cursor on the skill tree name should instead be "static", just for aesthetic reasons.

Excellent script. Definitely one of the best out there. Tons of possibilities.

This post has been edited by johnnydangerous66: Jul 23 2010, 07:14 AM
Attached File(s)
Attached File  Skill_Tree_Visualization.PNG ( 9.09K ) Number of downloads: 45
 
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leongon
post Jul 23 2010, 08:27 AM
Post #34


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




I'm not english native, so giving good and clear instructions is not easy for me. That grid image is perfectly self-explanatory on how the tree must be build, i'll include it on the first post if you don't mind. However, the placing for skill and arrows are only a suggestion, the arrows are made by halves making two to complete one arrow, that leaves space for two complete arrows and three skills per row. If the object data are correct should not give errors even if they are misplaced on the grid, or you use different amount of skills per row, cuz I made the cursor to jump only between skill objects, ignoring arrows and empty spaces.

For the two cursors, well, now are two people agreeing that is ugly, so I'll be changing that, or made it optional.

I like the system to be straight and fast, but I think I can add an optional confirmation window for spending SP, it should not be too hard.

Thanks for your suggestions and support.


__________________________
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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FlyingPenguin
post Jul 23 2010, 11:10 AM
Post #35


Level 1
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Group: Member
Posts: 11
Type: Developer
RM Skill: Skilled




Here is my setup script:

CODE
module ST_setup
################################################################################
# * Setup * #
# Basic? - Skill Tree - of Awesome v1.0 #
################################################################################
# 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. #
# #
# If you don't understand this, play the Tutorial, is almost a game more than #
# a demo, and it will carry you around all 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) #
# #
################################################################################




#------------------------------------------------------------------------------#
# * General Settings * #
# #
# Here you can easily control some of the most direct aspects of visualization #
# and way-of-work of the system. #
#------------------------------------------------------------------------------#
ST_first_skill_point = 1 # Actor lvl where start gaining skill-points at. #
ST_zero_sp_color = 10 # (0-31) Color for zero skill points. #
ST_skillname_color = 14 # Color for selected skill's name. #
ST_vocal = "Skill Points" # Currency name. #
ST_arrow_hue = 0 # (0 - 360) This is the color variance of the #
# arrow's graphics. #
ST_arrow_disabled = 70 # Transparency for disabled arrow objects. #
ST_skill_disabled = 128 # Transparency for disabled skill objects. #
ST_menu = "Talents" # Vocal for the menu selection. Will be used on #
# menu access to the skill trees. #
# ---------------------------------------------------------------------------- #


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"],

"DSsSS" => ["arrow_object", "A_ver_st", "DualSlash"],
"DSsRC" => ["arrow_object", "A_diag_r", "DualSlash"],
"DSeSS" => ["arrow_object", "A_ver_end", "DualSlash"],
"DSeRC" => ["arrow_object", "A_diag_r_end", "DualSlash"],
"RCsFF" => ["arrow_object", "A_diag_r", "RagingCut"],
"RCeFF" => ["arrow_object", "A_diag_r_end", "RagingCut"],
"SSsTS" => ["arrow_object", "A_ver_st", "SpinningSlash"],
"SSeTS" => ["arrow_object", "A_ver_end", "SpinningSlash"],
"SSsSS" => ["arrow_object", "A_diag_r", "SpinningSlash"],
"SSeSS" => ["arrow_object", "A_diag_r_end", "SpinningSlash"],
"MF_1b1" => ["arrow_object", "A_ver_st", "MF_1"],
"MF_1b2" => ["arrow_object", "A_ver_end", "MF_1"],
"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"],

# #
#------------------------------------------------------------------------------#


#------------------------------------------------------------------------------#
# * 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 that object to be enabled. #
# "dadskill" - Father skill Object name. The skill object that conditions #
# this skill object. #
# 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, "dadskill", maxlvl, childreqlvl, idlvl1, idlvl2,...],

"DualSlash" => [1, nil, 3, 0, 1, 2, 3],
"PowerStrike" => [1, nil, 3, 0, 4, 5, 6],
"PreciseBlow" => [1, nil, 3, 0, 9, 10, 11, 12, 13],
"KillShot" => [1, nil, 3, 0, 7, 8, 9],
"QuickBurst" => [1, nil, 3, 0, 19, 20, 21, 22, 23],
"ClusterMissile" => [1, nil, 3, 0, 24, 25, 26],
"Fireball" => [1, nil, 3, 0, 10, 11, 12],
"RagingCut" => [10, "DualSlash", 3, 3, 28, 29, 30],
"SpinningSlash" => [10, "DualSlash", 3, 3, 31, 32, 33],
"FlamingFury" => [25, "RagingCut", 1, 3, 34],
"TornadoStrike" => [25, "SpinningSlash", 1, 3, 35],
"ShockSlash" => [25, "SpinningSlash", 1, 3, 36],

} # 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]

"BLADE" => ["DualSlash", nil, nil, nil, nil, nil, nil,
"DSsSS", "DSsRC", nil, nil, nil, nil, nil,
"DSeSS", nil, "DSeRC", nil, nil, nil, nil,
"SpinningSlash", nil, nil, "RagingCut", nil, nil, nil,
"SSsTS", "SSsSS", nil, nil, "RCsFF", nil, nil,
"SSsTS", nil, "SSeSS", nil, nil, "RCeFF", nil,
"TornadoStrike", nil, nil, "ShockSlash", nil, nil, "FlamingFury",],

"SMASH" => ["WA_1" , nil, nil, nil, nil, nil, nil,
"WA_1_1", nil, nil, nil, nil, nil, nil,
"WA_1_2", nil, nil, nil, nil, nil, nil,
"WA_2" ],
"MELEE" => ["MF_1" ,"MF_1a1","MF_1a2", "MF_2", nil, nil, "MF_4",
"MF_1b1", nil, nil, nil, nil, nil,"MF_4_1",
"MF_1b2", nil, nil, nil, nil, nil,"MF_4_2",
"MF_3" , nil, nil, nil, nil, nil, "MF_5"],

} # 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"],

9 => ["BLADE", "SMASH", "MELEE", "Blade", "Smash", "Melee"],

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


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



I don't see what could cause the problem. The first skill tree shows up just fine, with all the skills and everything, but when I try and switch to the other trees, it comes up with that error message.

P.S. I do not have skills set up for the other trees, could that mess things up?


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leongon
post Jul 23 2010, 11:56 AM
Post #36


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




You have trees with unexisting skill objects:

CODE
"SMASH"      => ["WA_1"  ,     nil,     nil,     nil,     nil,     nil,     nil,
                  "WA_1_1",     nil,     nil,     nil,     nil,     nil,     nil,
                  "WA_1_2",     nil,     nil,     nil,     nil,     nil,     nil,
                  "WA_2" ],
"MELEE"      => ["MF_1"  ,"MF_1a1","MF_1a2",  "MF_2",     nil,     nil,  "MF_4",
                  "MF_1b1",     nil,     nil,     nil,     nil,     nil,"MF_4_1",
                  "MF_1b2",     nil,     nil,     nil,     nil,     nil,"MF_4_2",
                  "MF_3"  ,     nil,     nil,     nil,     nil,     nil,  "MF_5"],


Make the Class assign like:

CODE
9 => ["BLADE", nil, nil, "Blade", nil, nil],


Til you finish setting it up.


__________________________
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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FlyingPenguin
post Jul 23 2010, 12:40 PM
Post #37


Level 1
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Posts: 11
Type: Developer
RM Skill: Skilled




Ok, thanks! I had forgotten to delete those out of the other skill trees. sweat.gif
It works perfectly now!


__________________________
DARK HORIZONS
A zombie-survival/mystery game

Maps 5%
Scripting 65%
Story 80%
Database 35%
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leongon
post Jul 23 2010, 01:22 PM
Post #38


Leongon of the Village of Awesome
Group Icon

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




v1.2
With many new features, including many of those you people have suggested. Check the first post.

I feel like this script is my master piece *_*


__________________________
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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wifflefish
post Jul 23 2010, 02:30 PM
Post #39


Level 1
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Group: Member
Posts: 9
Type: Developer
RM Skill: Intermediate




I love it! A work of art! I've been looking for something like this for a long time. Thanks a lot!


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Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.
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johnnydangerous6...
post Jul 23 2010, 09:12 PM
Post #40


Level 1
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Group: Member
Posts: 8
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RM Skill: Undisclosed




Leo, feel free to use that "grid" image I posted as an example in your first post! happy.gif Your English is very good, from what I can tell. I've been living in China for over a year now (teaching English, no less), so I know how it feels to struggle with a foreign language. If you have any trouble writing instructions, I'll be happy to "clarify" certain parts for you. Oh, and I really enjoyed the demo! laugh.gif

It seems I am experiencing considerable lag now that I've added up to 300 skills to my database. I have many, many more to go, too. I'm wondering if the lag is because my laptop sucks or if we can do something to clean up the code. I'll be taking a look at this... cool.gif

This post has been edited by johnnydangerous66: Jul 23 2010, 09:22 PM
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