Version: 1.22 Author: Leongon Release: July 04 2010 Last Actualization: February 19 2011 Exclusive: at RPG RPG Revolution Requires: Some experience, this is not noob friendly. Being able to read instructions.
Chinese translation of 1.22v by DeathKing:Thread - Script (Thank you DeathKing for making this for chinese, and for giving me proper credit there)
Introduction Finally the most common feature from the MMORPGs now into VX: Skill Trees. I'm very proud of this one.
This script allow you to create talent skills that can be upgraded by spending points on a unique skill-tree for each actor.
Features
Highly configurable system.
Choose which classes can access each tree.
Up to three trees per hero.
Seven columns with unlimited rows object tree grid-like system.
Skills with many levels as you want.
Skills can require actor minimum level, and other skill with a minimum amount of points, before enabling it to spend points on.
Choose hero level where start gaining skill points on.
Setup script works very like Tankentai's action sequences building.
Easy commands for use in event script calls, that allow to reward extra skill points, to open directly an actor's skill tree, to reset trees, and more... all with three ways of targeting the actor: by party position, by name and by actor database index.
Easy managing of tree system's way-o-work and graphics.
Arrows file that you can edit as you like.
And lot more! Check the History section below for the latest features.
Script I heavily recommend you to play the demo and pick the things from it while you see how everything works. But if you are skilled then take directly the script and files here. Main script is splitted in two: Setup v1.22: Leongon_Skill_Trees_1.22_Setup.txt ( 22.21K )
Number of downloads: 600
Arrows file: This must be named SkillTree.png inside the Graphics/System folder of your proyect. Edit it at your will, but keep the positions or you'll need to rearrange the list in the script too. Note that you can add more arrows to it below, just don't change the width of the image. SkillTree.png ( 3.75K )
Number of downloads: 969
Background Images: If you keep Imageback Mode enabled, you must have images matching the unique names of your trees in Graphics/System folder. ARMS.png --------------------- MAGE_FROST.png ARMS.png ( 65.13K )
Number of downloads: 568 MAGE_FROST.png ( 114.08K )
Number of downloads: 527
Customization At the beginning of the Setup script, you can handle the visual and working aspects of the system. Each option is described there. Read the Setup script's instructions! You get the best results building the tree like this:
Grid Example
johnnydangerous66 courtesy.
Or also you can use only the arrow's end and have four skills per row, Is up to you.
Compatibility This is made to work with 24x24 icons, so you can get trouble if using different icon sizes. Skill points gaining may not work correctly if you use a script that directly changes default functions for actor level up or actor skills learning as this system work over those. Skill Trees itself should not collide with anything else nor any other script.
Including access to skill trees from the menu:
Option 1 - For default main menu. But you hardly will be using only this script that adds more commands to the main menu, so better jump to next option... Leongon_SKill_Trees___Patch_for_menu_access.txt ( 4.25K )
Number of downloads: 345
Option 2 - For my Main Menu Manager script I added the code already, just remove the # there.
...and put :skilltree in the "Menu Command" section.
Ask me if you need guidance for using this in another menu management script.
Installation Install Core script below Setup script, both above main. Put the SkillTree.png image in Graphics/System folder, read carefully each section of the Setup script and create your skill trees.
History v1.0 - Release. v1.1 - Changed skill_points to st_points to prevent issues with other scripts. - Added actor level in data window. - Added full management of language used. - No requirements shown if skill is maxed. - Now can require points spend on same tree. (WoW - like) - Now can use images on main tree background. (WoW - like) - Now can scale actor level requirement with each point spent on skill. (Diablo 2 - like) - Now can require two parent skill objects. (Diablo 2 - like) v1.11 - Bug Fix. v1.2 - Included the list of commands in the Setup script header. - Now "ST_command::show" can define if exit to menu, or force exit to map, for better eventing possibilities. - Now can show skill level over the icons. - Now can ask for confirmation on spending points. - Now can disable gaining skill point on level up. - Now can switch between 8 different preset windows distribution with a game-variable. - Now can switch between 3 different cursor system for the tree selection. Animated, steady or no cursor but name colouring. v1.21 - Bug fix. v1.22 - Minor bug fix. - Now allow actors without skill trees in your party. - Optional pop-up warn window for actors without skill trees.
Please report any bug you find.
Terms and Conditions Free use on commercial and non-commercial proyects, just give credit. Don't post the script, the demo or the system files outside www.rpgrevolution.com If you want to share this, use a link to here.
Credits Leongon
F.A.Q.
Teh Frequently Asked Questions of Awesome.
Q: I get a "undefinied method '[]' for nil:NilClass" error, what's wrong? A: Check if you stated an object name in the skill tree building section that does not exist in the arrow or skill's object building sections.
Q: Why I can only spend one point in a skill even when it's max level is more than 1? A: Each level of each skill object is a different skill in the database. If you added only the first ID level for a skill object, you'll be maxing it at level one even if you stated that it's max level is more than one.
Q: Why I can't spend any point in certain skill? A: Make sure you not set the skill as it's own parent requirement to be learned.
Q: But is not better to make a growing curve with only one base skill? A: I wanted each skill level to be able to do unique new things for my game, and some things like common events, states, etc. can't be "curved", and setting that data for each level of each skill object will end into excessive data input for this script. I prefer database burning this time.
Q: Only three skills per row is the only possible for this script? A: No. You have seven slots per row to put a skill, arrow or an empty space on. How you use it is up to you. If you use only arrow ends you can put four skills per row, or if you don't use horizontal or diagonal arrows at all, you can use all seven slots for skill objects.
Q: Why you don't used the skills notefield for this system? You are a fag. A: To much data to track in a small window like the notefield, I want to leave it for other scripts that need less data input.
This post has been edited by leongon: May 14 2012, 05:35 PM
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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.