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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. |
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Mar 15 2012, 09:42 PM
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Level 2

Group: Member
Posts: 17
Type: Writer
RM Skill: Intermediate

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I mean about the scene is because the demo link is broken and i need to added it into menu The menu i use is Ring menu VX...(http://www.rpgmakervx.net/index.php?showtopic=3152) And i test it but it directly call one actor...And that's why i'm ask you... Well, i'm troubling you again
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Mar 16 2012, 06:15 AM
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Leongon of the Village of Awesome

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

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I see, well... is Scene_SkillTree, but you need to do actor selection first in your menu script. Check that menu script's intro... it should explain how to set menu command that requires prior actor selection. I did on mine.
THanks for telling me the demo link is broken... I'll check what's wrong ><
This post has been edited by leongon: Mar 16 2012, 06:17 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!
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Mar 16 2012, 07:10 AM
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Leongon of the Village of Awesome

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

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Allright people, the demo link is working again >< Now I hosted it in a more reliable system, and also is direct download again... it means you click the download demo button on the first post of this thread, and you get the file right ahead.
__________________________
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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Mar 18 2012, 09:44 PM
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Leongon of the Village of Awesome

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

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The error on that line makes me think that you are calling an arrow object in the skill tree building section, and that specific arrow object name is not created yet in the arrow object section.
This script goes like this: you create arrow objects -> you create skill objects -> you organize those arrow and skill objects into trees.
Unexistant arrow object seems to be your problem, so check your setup script again. EDIT: At a second look, it might be an unexistant object... arrow or skill... you're calling an object name in the tree building section, that you have not created in arrows or skills sections.
This post has been edited by leongon: Mar 18 2012, 09:53 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.
 ---------------------------------------------------------------------------------------------------------------------------------  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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Mar 19 2012, 02:57 AM
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Group: Member
Posts: 4
Type: None
RM Skill: Beginner

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QUOTE (leongon @ Mar 18 2012, 10:44 PM)  The error on that line makes me think that you are calling an arrow object in the skill tree building section, and that specific arrow object name is not created yet in the arrow object section.
This script goes like this: you create arrow objects -> you create skill objects -> you organize those arrow and skill objects into trees.
Unexistant arrow object seems to be your problem, so check your setup script again. EDIT: At a second look, it might be an unexistant object... arrow or skill... you're calling an object name in the tree building section, that you have not created in arrows or skills sections. Thank you for your help. I looked through the script and realized I kept the ARMS tree and skills but removed the arrows, which is what caused the error. I removed them and now it's working perfectly.
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Mar 27 2012, 03:52 PM
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Leongon of the Village of Awesome

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

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There are plenty of Passive Skill scripts to be used for that functionality. I made one, is not the best, but does the work.
About converting to ACE, ehmmm is not in my plans. I'm merely giving support to my scripts by now, but not scripting anymore.
__________________________
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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Apr 12 2012, 01:36 PM
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Leongon of the Village of Awesome

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

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What is YEM?
__________________________
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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Apr 13 2012, 09:43 AM
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Level 2

Group: Member
Posts: 25
Type: Mapper
RM Skill: Intermediate

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QUOTE (leongon @ Apr 12 2012, 02:36 PM)  What is YEM? YEM is Yanfly's Engine Melody. I am using it 'cause it's awesome. If you would like to check it out, download it here: http://rmrk.net/index.php?topic=42396.0Hope you find a solution... Have a nice day.
__________________________
Better to understand a little than to misunderstand a lot.
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Apr 13 2012, 10:03 AM
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Leongon of the Village of Awesome

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

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Oh, an engine. Well is not a surprise that scripts not specifically made for that engine does not work... they are altering most of the base of VX.
Sorry, but I won't dig into that engine to find a solution, too much work for a retired guy (i don't develop scripts anymore, just give some guidance) Look into the main menu script of that engine and try to follow it's directions on how to add a new command with actor prompt, if it has instructions. The skill tree needs to be told which actor's trees to open, so is necessary an actor selection from the menu script before launching the Skill Tree script.
If that does not works... then just don't command the skill trees through the main menu, open it through NPCs maybe, using the commands I made for accessing the skill trees with script events. THe info to use this method is described in the script's header, and also very explained and exampled in the demo.
__________________________
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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Apr 13 2012, 10:40 AM
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Level 2

Group: Member
Posts: 25
Type: Mapper
RM Skill: Intermediate

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QUOTE (leongon @ Apr 13 2012, 11:03 AM)  Oh, an engine. Well is not a surprise that scripts not specifically made for that engine does not work... they are altering most of the base of VX.
Sorry, but I won't dig into that engine to find a solution, too much work for a retired guy (i don't develop scripts anymore, just give some guidance) Look into the main menu script of that engine and try to follow it's directions on how to add a new command with actor prompt, if it has instructions. The skill tree needs to be told which actor's trees to open, so is necessary an actor selection from the menu script before launching the Skill Tree script.
If that does not works... then just don't command the skill trees through the main menu, open it through NPCs maybe, using the commands I made for accessing the skill trees with script events. THe info to use this method is described in the script's header, and also very explained and exampled in the demo. Ok. Thanks, I'll try to make it work.
__________________________
Better to understand a little than to misunderstand a lot.
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Aug 11 2012, 04:17 PM
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Group: Member
Posts: 3
Type: None
RM Skill: Undisclosed

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I'm no good at scripting, and i've tried fixing this and i cant find a solution.  i get this error, yet i dont get what is wrong, i used the script just like the demo, Any idea?
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Aug 12 2012, 02:53 PM
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Leongon of the Village of Awesome

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

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QUOTE (Zaephyr @ Aug 11 2012, 04:17 PM)  I'm no good at scripting, and i've tried fixing this and i cant find a solution.  i get this error, yet i dont get what is wrong, i used the script just like the demo, Any idea? You're using a file name for a background image in a skill tree, and this file does not exists in your folder. Make sure to do it as I stated in the first post of this thread: "Background Images: If you keep Imageback Mode enabled, you must have images matching the unique names of your trees in Graphics/System folder." Sollution: Disable imageback mode in the setup script options, or put the images with matching names for the skill trees you created. Hope it helps~
__________________________
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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Aug 13 2012, 07:22 AM
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Group: Member
Posts: 3
Type: None
RM Skill: Undisclosed

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QUOTE (leongon @ Aug 12 2012, 03:53 PM)  QUOTE (Zaephyr @ Aug 11 2012, 04:17 PM)  I'm no good at scripting, and i've tried fixing this and i cant find a solution.  i get this error, yet i dont get what is wrong, i used the script just like the demo, Any idea? You're using a file name for a background image in a skill tree, and this file does not exists in your folder. Make sure to do it as I stated in the first post of this thread: "Background Images: If you keep Imageback Mode enabled, you must have images matching the unique names of your trees in Graphics/System folder." Sollution: Disable imageback mode in the setup script options, or put the images with matching names for the skill trees you created. Hope it helps~ I tried disabling it and got error on line 115. Also i copy your scripts along with the images from your demo, so every image has the exact name as on the script, still i get the error 671 if i dont disable the image.
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Aug 13 2012, 10:16 AM
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Leongon of the Village of Awesome

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

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Error in 115 looks like is about not having a skill trees asigned, in the last part of the setup script, for the actor you're trying to open the skill tree scene.
Make sure in the last part of the setup script your actors have the skill trees asigned to their respective class in the database of your project.
Look how is the database in the Demo, for further reference.
__________________________
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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Aug 13 2012, 02:00 PM
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Group: Member
Posts: 3
Type: None
RM Skill: Undisclosed

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QUOTE (leongon @ Aug 13 2012, 11:16 AM)  Error in 115 looks like is about not having a skill trees asigned, in the last part of the setup script, for the actor you're trying to open the skill tree scene.
Make sure in the last part of the setup script your actors have the skill trees asigned to their respective class in the database of your project.
Look how is the database in the Demo, for further reference. I used the id1 with paladin (id1) and got the same error, however i changed it to a random new class (id20) and it started working for some reason. I'll try some new stuff and let you know how it went. Thanks for the support, really appreciate it.
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Sep 6 2012, 02:12 AM
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Group: Member
Posts: 3
Type: Mapper
RM Skill: Skilled

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Hi, I tried this skill tree, to me it's very good and i'd like to use it in my own game. So in your demo it's everything ok. Then, i moved the two scripts (Setup & Core) in my project, in which I use the Ring Menu that i'll post below, without copying also your Main Menu Manager, because i already have one. CODE #============================================================================== # ** Ring Menu #------------------------------------------------------------------------------- # by Syvkal # Version 1.1 # 06-23-08 #==============================================================================
#===================================================# # ** C O N F I G U R A T I O N S Y S T E M ** # #===================================================# # Amount of frames for Startup Animation STARTUP_FRAMES = 20 # Amount of frames for Movement Animation MOVING_FRAMES = 10 # Radius of the Menu Ring RING_R = 75 # Disabled icon to display when disabled ICON_DISABLE= Cache::picture('Icon_Disable') #-------------D-O---N-O-T---T-O-U-C-H---------------# class Scene_Title < Scene_Base alias game_objects_original create_game_objects def create_game_objects game_objects_original #-------------D-O---N-O-T---T-O-U-C-H---------------# # As this script allows you to make a custom Menu I thought to make it easier # I would make it possible to add extra Menu Options from here # All you need to do is specify the Text to display, the icon and the command # The command must be in a STRING # Simply add to the array below :
$game_ring_menu = [ # Menu Option 0 eg. Item [Vocab::item, Cache::picture('Icon_Items'), "$scene = Scene_Item.new(1)"], # Menu Option 1 eg. Skill [Vocab::skill, Cache::picture('Icon_Skills'), "start_actor_selection", "$scene = Scene_Skill.new(@status_window.index)"], # Menu Option 2 eg. Equip [Vocab::equip, Cache::picture('Icon_Equip'), "start_actor_selection", "$scene = Scene_Equip.new(@status_window.index)"], # Menu Option 3 eg. Status [Vocab::status, Cache::picture('Icon_Status'), "start_actor_selection", "$scene = Scene_Status.new(@status_window.index)"], #---------------------------------------------------# # ** I N S E R T M O R E H E R E ** # #---------------------------------------------------# # Preferably Insert your custom Menu Options Here # Otherwise the existing Menu Options will return to wrong point on the Menu # Menu Option 4 eg. SkillTree [ST_setup::ST_menu, Cache::picture('Icon_Skills'), "start_actor_selection", "$scene = Scene_SkillTree.new"], # Menu Option 5 eg. Save ["Quest", Cache::picture('Icon_Load'), "$scene = Scene_Quest.new"], # Menu Option 6 eg. Save ["Save Game", Cache::picture('Icon_Save'), "$scene = Scene_File.new(true, false, false)"], # Menu Option 7 eg. End Game [Vocab::game_end, Cache::picture('Icon_End'), "$scene = Scene_End.new"] ] # <--- Do no Delete This #===================================================# # ** E N D C O N F I G U R A T I O N ** # #===================================================# end end #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # Edited to add Ring Menu #==============================================================================
class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias initialize_original initialize alias start_selection_original start_actor_selection alias end_selection_original end_actor_selection #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(menu_index = 0, move = true) @move = move initialize_original(menu_index) end #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background create_command_window @gold_window = Window_Gold.new(0, 360) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_window.dispose @gold_window.dispose @status_window.dispose if @status_window end
#-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background @command_window.update @gold_window.update @status_window.update if @status_window if @command_window.active update_command_selection elsif @status_window.active update_actor_selection end end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window commands = [] for i in 0...$game_ring_menu.size commands.push($game_ring_menu[i][0]) end icons = [] for i in 0...$game_ring_menu.size icons.push($game_ring_menu[i][1]) end @command_window = Window_RingMenu.new(232, 164, commands, icons, @move, @menu_index) if $game_party.members.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end if $game_system.save_disabled @command_window.disable_item(4) end end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_status_window names = [] chars = [] for i in 0...$game_party.members.size names[i] = $game_party.members[i].name chars[i] = $game_party.members[i] end @status_window = Window_RingMenu.new(255, 200, names, chars, true, $game_party.last_actor_index, true) end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @command_window.index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and @command_window.index == 4 Sound.play_buzzer return end Sound.play_decision eval($game_ring_menu[@command_window.index][2]) end end #-------------------------------------------------------------------------- # * Start Actor Selection #-------------------------------------------------------------------------- def start_actor_selection @command_window.active = false @command_window.visible = false create_status_window if $game_party.last_actor_index < @status_window.item_max @status_window.index = $game_party.last_actor_index else @status_window.index = 0 end end #-------------------------------------------------------------------------- # * End Actor Selection #-------------------------------------------------------------------------- def end_actor_selection @command_window.active = true @command_window.visible = true @status_window.dispose if @status_window @status_window = nil end #-------------------------------------------------------------------------- # * Update Actor Selection #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) $game_party.last_actor_index = @status_window.index Sound.play_decision eval($game_ring_menu[@command_window.index][3]) end end end
#============================================================================== # ** Scene_File #------------------------------------------------------------------------------ # Edited to return to the menu properly when loading #==============================================================================
class Scene_File alias return_scene_original return_scene def return_scene if @from_title $scene = Scene_Title.new elsif @from_event $scene = Scene_Map.new else if @saving $scene = Scene_Menu.new($game_ring_menu.size - 3) else $scene = Scene_Menu.new($game_ring_menu.size - 2) end end end end
#============================================================================== # ** Scene_End #------------------------------------------------------------------------------ # Edited to return to the menu properly due to loading being added #==============================================================================
class Scene_End alias return_scene_original return_scene def return_scene $scene = Scene_Menu.new($game_ring_menu.size - 1) end end
#============================================================================== # ** Window_Location #------------------------------------------------------------------------------ # This class shows the current map name. #==============================================================================
class Window_location < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 160, (WLH*2) + 32) self.contents = Bitmap.new(width - 32, height - 32) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear $maps = load_data("Data/MapInfos.rvdata") @map_id = $game_map.map_id @currmap = $maps[@map_id].name self.contents.font.color = system_color self.contents.draw_text(0, -4, 128, 32, "Location :") self.contents.font.color = normal_color self.contents.draw_text(0, -4+WLH, 128, 32, @currmap, 1) end end
#============================================================================== # ** Window_RingMenu #------------------------------------------------------------------------------ # This Window creates a Ring Menu system #==============================================================================
class Window_RingMenu < Window_Base #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :index attr_reader :item_max #-------------------------------------------------------------------------- # * Refresh Setup #-------------------------------------------------------------------------- START = 1 WAIT = 2 MOVER = 3 MOVEL = 4 #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(center_x, center_y, commands, items, move = true, index = 0, character = false) super(0, 0, 544, 416) self.contents = Bitmap.new(width-32, height-32) self.opacity = 0 @move = move @char = character @startup = STARTUP_FRAMES @commands = commands @item_max = commands.size @index = index.to_i @items = items @disabled = [] for i in 0...commands.size-1 @disabled[i] = false end @cx = center_x @cy = center_y start_setup refresh end #-------------------------------------------------------------------------- # * Start Setup #-------------------------------------------------------------------------- def start_setup @mode = START @steps = @startup end #-------------------------------------------------------------------------- # * Disable index # index : item number #-------------------------------------------------------------------------- def disable_item(index) @disabled[index] = true end #-------------------------------------------------------------------------- # * Determines if is moving #-------------------------------------------------------------------------- def animation? return @mode != WAIT end #-------------------------------------------------------------------------- # * Determine if cursor is moveable #-------------------------------------------------------------------------- def cursor_movable? return false if (not visible or not active) return false if (@opening or @closing) return false if animation? return true end #-------------------------------------------------------------------------- # * Move cursor right #-------------------------------------------------------------------------- def cursor_right @index -= 1 @index = @items.size - 1 if @index < 0 @mode = MOVER @steps = MOVING_FRAMES end #-------------------------------------------------------------------------- # * Move cursor left #-------------------------------------------------------------------------- def cursor_left @index += 1 @index = 0 if @index >= @items.size @mode = MOVEL @steps = MOVING_FRAMES end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super if self.active if cursor_movable? last_index = @index if Input.repeat?(Input::DOWN) or Input.repeat?(Input::RIGHT) cursor_right end if Input.repeat?(Input::UP) or Input.repeat?(Input::LEFT) cursor_left end if @index != last_index Sound.play_cursor end end refresh end end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear case @mode when START refresh_start when WAIT refresh_wait when MOVER refresh_move(1) when MOVEL refresh_move(0) end rect = Rect.new(18, 128, self.contents.width-32, 32) self.contents.draw_text(rect, @commands[@index], 1) end #-------------------------------------------------------------------------- # * Refresh Start Period #-------------------------------------------------------------------------- def refresh_start d1 = 2.0 * Math::PI / @item_max d2 = 1.0 * Math::PI / @startup for i in 0...@item_max j = i - @index if @move r = RING_R - 1.0 * RING_R * @steps / @startup d = d1 * j + d2 * @steps else r = RING_R d = d1 * j end x = @cx + ( r * Math.sin( d ) ).to_i y = @cy - ( r * Math.cos( d ) ).to_i draw_item(x, y, i) end @steps -= 1 if @steps < 1 @mode = WAIT end end #-------------------------------------------------------------------------- # * Refresh Wait Period #-------------------------------------------------------------------------- def refresh_wait d = 2.0 * Math::PI / @item_max for i in 0...@item_max j = i - @index x = @cx + ( RING_R * Math.sin( d * j ) ).to_i y = @cy - ( RING_R * Math.cos( d * j ) ).to_i draw_item(x, y, i) end end #-------------------------------------------------------------------------- # * Refresh Movement Period #-------------------------------------------------------------------------- def refresh_move( mode ) d1 = 2.0 * Math::PI / @item_max d2 = d1 / MOVING_FRAMES d2 *= -1 if mode != 0 for i in 0...@item_max j = i - @index d = d1 * j + d2 * @steps x = @cx + ( RING_R * Math.sin( d ) ).to_i y = @cy - ( RING_R * Math.cos( d ) ).to_i draw_item(x, y, i) end @steps -= 1 if @steps < 1 @mode = WAIT end end #-------------------------------------------------------------------------- # * Draw Item # x : draw spot x-coordinate # y : draw spot y-coordinate # index : item number #-------------------------------------------------------------------------- def draw_item(x, y, index) if @char if @index == index draw_character(@items[index].character_name, @items[index].character_index , x, y) end else rect = Rect.new(0, 0, @items[index].width, @items[index].height) if @index == index self.contents.blt( x, y, @items[index], rect ) if @disabled[@index] self.contents.blt( x, y, ICON_DISABLE, rect ) end else self.contents.blt( x, y, @items[index], rect, 128 ) end end end end
#============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # Edited to allow disabled character icons #==============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # * Draw Character Graphic #-------------------------------------------------------------------------- def draw_character(character_name, character_index, x, y, enabled = true) return if character_name == nil bitmap = Cache.character(character_name) sign = character_name[/^[\!\$]./] if sign != nil and sign.include?('$') cw = bitmap.width / 3 ch = bitmap.height / 4 else cw = bitmap.width / 12 ch = bitmap.height / 8 end n = character_index src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, enabled ? 255 : 128) end end I call the scene SkillTree, from the menù ring but when ingame i open the menù, clicking on the "Talents" voice it returns me the following error: "Wrong numbers of arguments (0 for 1)". So I added in the 4th option of the menù (where i put the skill tree scene) "start actor selection", thinking that the problem was about the actor index. But it keeps showing me the same error. I haven't changed nothing about the Setup & Core script, and considering my low knowledge in ruby, i don't really know what to do. If there's someone who knows how to fix it i'd be really grateful ^^ (I apologize for any error in the writing, i'm not mother tongue.)
This post has been edited by Matte_0710: Sep 6 2012, 02:23 AM
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Sep 6 2012, 05:56 PM
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Leongon of the Village of Awesome

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

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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°;
This post has been edited by leongon: Sep 6 2012, 05:57 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.
 ---------------------------------------------------------------------------------------------------------------------------------  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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