Group: Member
Posts: 14
Type: Developer
RM Skill: Intermediate
QUOTE (leongon @ Dec 7 2011, 02:14 PM)
QUOTE
Beginning Thursday December 1, 2011 we will begin a phased approached to incrementally providing access to account data. Though the entire process will take approximately 4-7 days to complete all phases, a vast majority will have access in the next 24-48 hours.
We apologize for the inconvenience and look forward to having FileDen.com back up to 100% as soon as possible.
My file hosting is under maintenance for some days. I will check if the demo download is working in a couple of days... if not, I will host the demo in a different place.
^^
please do
__________________________
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I am mainly a Developer but has learnt a bit in very part of game creation (solo-creation is very slow -_-")
Any news on when the demo is going to be reuploaded?
I have been trying to contact the people on my filehosting, but no reply so far... looks like their process of "enhancement" of their service was a complete mess.
I recovered my files from my old PC yesterday... will reupload the demo somewhere else now Stay tuned.
__________________________
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.
Okay, the demo link is UP again on a different hosting. Now the download won't start instantly after you click the link, but you will just get a simple screen with a black button to download it without waiting times.
I loved Fileden QQ, but this new host is not so bad...
__________________________
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: 14
Type: Developer
RM Skill: Intermediate
QUOTE (leongon @ Dec 13 2011, 07:51 AM)
Okay, the demo link is UP again on a different hosting. Now the download won't start instantly after you click the link, but you will just get a simple screen with a black button to download it without waiting times.
I loved Fileden QQ, but this new host is not so bad...
this is a very good script, too bad for you inability to use paper and a pencil.
__________________________
------
I am mainly a Developer but has learnt a bit in very part of game creation (solo-creation is very slow -_-")
Group: Member
Posts: 1
Type: Scripter
RM Skill: Skilled
I really like this script! Thanks for making it. I do want to add Jet's Mouse script as well though and it has a weird problem: seems that it allows the clicking of arrows and spaces inbetween the skills; which returns a nil value and crashes the game. Is there anyway you could look into this? I only need to make them not respond in a non-NIL/void manner, not necessarily unclickable, just non-responsive.
I really like this script! Thanks for making it. I do want to add Jet's Mouse script as well though and it has a weird problem: seems that it allows the clicking of arrows and spaces inbetween the skills; which returns a nil value and crashes the game. Is there anyway you could look into this? I only need to make them not respond in a non-NIL/void manner, not necessarily unclickable, just non-responsive.
Uhmmm that will take a little of scripting and I stopped scripting to focus on drawing. I support my script still but just to give some guidance.
Try to find a scripter willing to help, and tell him/her that the arrows in my script works as objects that the script itself bypasses until finding skill objects when moving the cursor... so, shouldn't be so hard to add some code for a response the mouse script can handle on clicking the arrows and empy spaces.
__________________________
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: None
RM Skill: Undisclosed
Hi I just found this script with a custum menu, and i would like to use both, the menu is made by PHLiM2 and is realy nice, but i cant find a way to add the skill tree to the menu, in the first post you said to ask, so here i am, asking
the scripter allso posted a tutorial (http://www.rpgmakervx.net/index.php?showtopic=22292&view=findpost&p=270843), wich i followed and it ended up doing nothing because i cant find which class to put after the $scene ( ex. $scene = Scene_SceneName) i tried with $scene = Scene_SkillTree, but it didnt work. you got any tips?
Hi I just found this script with a custum menu, and i would like to use both, the menu is made by PHLiM2 and is realy nice, but i cant find a way to add the skill tree to the menu, in the first post you said to ask, so here i am, asking
the scripter allso posted a tutorial (http://www.rpgmakervx.net/index.php?showtopic=22292&view=findpost&p=270843), wich i followed and it ended up doing nothing because i cant find which class to put after the $scene ( ex. $scene = Scene_SceneName) i tried with $scene = Scene_SkillTree, but it didnt work. you got any tips?
Hi
I took a look at the links, and I only can say that scriper is teeling people how to "edit" the script instead of making data gathering forms to make it possible to configurate for non-scripters... Making it very non-user-friendly. I must appologize but in the look I gave to the "tutorial" I got lost, since I haven't been scriting for quite a while.
However.. I can say that if you are using Scene_SkillTree to call my script, you are doing it right. I only can suggest you to ask for guidance on an active scripter to help you on editing that other menu script.
QUOTE (lvlercenary @ Jan 29 2012, 06:18 PM)
would there be any way to edit this script to run similar to Skyrims skill trees? (i hope you know what im refering to....)
Yup is possible, but it requires a fair ammount of editing to my code, and might be complicated since my code is really dirty... but yeah, is possible to make it look like Skyrim's skill trees by doing basically some editing to placements and positioning smart data.
I'm only supporting my scripts for now... not developing them anymore. You can ask any scripter to edit my script, I'm okay with that as long as I'm credited as the original author -nods-
If I ever decide to come back to VX scripting, I will consider to make a Skyrim looking version. I love that game.
This post has been edited by leongon: Feb 2 2012, 05:23 PM
__________________________
Leon's Basic VX Scripts of Awesome: Step 1. Passive Skills- Create skills that add passive bonuses. (shitty) Step 2. Learning from Everyone- Learn skills from enemies, or allies, without being the target of the skill. (nice) Step 3. Dual Battle Landscapes- Set background and foreground image for your battles. (nice) Step 4. State Details- Add description to states, and allow viewing them on menu, and in battle. (nice) Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice) Step 6. Skill Trees- Your actors can have talent trees now, like in the MMORPGs. (extremely nice) Step 7. Main Menu Manager- Easy, straight, and intuitive total control of commands for the main menu. (very nice) Drawing commissions are open. Facesets... monsters... anything: click here.
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: 17
Type: Writer
RM Skill: Intermediate
@leongon
here's the setup
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 = 6 # 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 = "SKILL TREE" # 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 = "Now: " # Actual skill level description. # ST_voc_nex = "Next: " # Next skill level description. # ST_voc_cur = "Skill Points:"# Currency count. # ST_voc_req = "Require:" # Title for requirements. # ST_voc_lvl = "Hero 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 = "Ok" # 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 = " doesn't seem to be able to improve talents." # Text # # after actor's name for no-tree warning. # ST_voc_noSTpop = "Continue" # 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 = 6 # (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"],
#------------------------------------------------------------------------------# # * 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,...],
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],
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"],
#------------------------------------------------------------------------------# end # of Skill Tree's setup script. # #------------------------------------------------------------------------------#
Okay.... after some tests for about one hour (°3° this happens when you are away from scripting for so much time xD) I believe you are calling some unexistant skills into the skill tree... so, check your database... see if all the skill IDs you are using in the skill tree are set properly. You're calling skills from 118 to 223, check if those are set in your game database.
__________________________
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.
should not be limited... it might be a bug, but i'll need more info to check that... the actual error message and what exactly you mean by a skill limited to 11
__________________________
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: 17
Type: Writer
RM Skill: Intermediate
QUOTE (leongon @ Mar 11 2012, 07:19 PM)
should not be limited... it might be a bug, but i'll need more info to check that... the actual error message and what exactly you mean by a skill limited to 11
Well, the error is at line 283 in your tree skill core...this is the code that error :
CODE
index_lvls_plus += 6
The "+" in that line is error when i use skill more than 11... And what i mean about the skill limited is about this error...If i make the skill more than 11(Or 12 I Think?) it will go error in one job like spear or something....So, i need to know about it...Thanks for your help before...
I don't really understand yet what is that 11 or 12 you mention... where you put the 11 or 12 to get that error. If you're editing the core, i don't mind as long as i'm credited as original author, but i can't give support on those edits.
If the 11 or 12 is a setting in the setup script, please tell me where you put it to get the error. Then i can see if is a bug and maybe make a fix for it. -nods-
Also... please... the error message you get xD
This post has been edited by leongon: Mar 12 2012, 05:35 PM
__________________________
Leon's Basic VX Scripts of Awesome: Step 1. Passive Skills- Create skills that add passive bonuses. (shitty) Step 2. Learning from Everyone- Learn skills from enemies, or allies, without being the target of the skill. (nice) Step 3. Dual Battle Landscapes- Set background and foreground image for your battles. (nice) Step 4. State Details- Add description to states, and allow viewing them on menu, and in battle. (nice) Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice) Step 6. Skill Trees- Your actors can have talent trees now, like in the MMORPGs. (extremely nice) Step 7. Main Menu Manager- Easy, straight, and intuitive total control of commands for the main menu. (very nice) Drawing commissions are open. Facesets... monsters... anything: click here.
Group: Member
Posts: 17
Type: Writer
RM Skill: Intermediate
QUOTE (leongon @ Mar 13 2012, 08:34 AM)
I don't really understand yet what is that 11 or 12 you mention... where you put the 11 or 12 to get that error. If you're editing the core, i don't mind as long as i'm credited as original author, but i can't give support on those edits.
If the 11 or 12 is a setting in the setup script, please tell me where you put it to get the error. Then i can see if is a bug and maybe make a fix for it. -nods-
Also... please... the error message you get xD
Well, I'm sorry to trouble you... looks like i'm wrong about it... Now, it's look okay...I don't know why that time there's an error... But now, It's looks like perfect... Maybe Just This Computer That Error Once Again, I'm really sorry to trouble you
EDIT: Never Mind. I know it...
EDIT 2: And how to call the skill tree? (Like $scene= blablabla)
This post has been edited by marjoni01: Mar 14 2012, 02:18 AM
EDIT 2: And how to call the skill tree? (Like $scene= blablabla)
how to call a skill tree scene?... bro, it's explained in the demo, and in the setup script's header.
__________________________
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.