The answers for those questions are in the Compatibility section on first post. I know some script's instructions shit are too long, and takes to much time to read it all... but, you know, we scripters take the time to write them for you u_u
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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.
Group: Member
Posts: 10
Type: None
RM Skill: Beginner
QUOTE (leongon @ Aug 19 2010, 01:41 PM)
You get that kind of error when you don't have the ST_command module at all. Maybe a copy-pasting fail, or you edited my script changing the module name, or you erased some parts by mistake, or something alike.
Replace the Core script with a new fresh and hot one from the first post, that should fix your problem. Nice thing having splitted the Setup from the Core, don't? haha
I replaced the core but it still comes up with the same error
I don't know what else could give you that error. If you trust me, PM me a link to download your uncrypted project, I can check what's wrong. If you don't, you can try the script support forum, more experienced scripters can tell you other things that can give that error.
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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.
If I may I have a little inquiry or request to make for this scripts, I have some characters that start off with skills already known, and I'd like to be able to make it so that this script can upgrade them, for example if the hero knows Charge 1(which would be a skill already known from the start) then when he puts a skill point into Charge, rather then having two skills it'd replace(like the system does with its only skills) the original Charge 1 with Charge 2.
I've already run my own tests with this script to prove if it was already doable but it is not.
You'll need to have that skill in the first tree for the points spended in same tree requirements to work ok.
Change the 1s to whatever actor and skill you want him to start with. Beware of skill points(-1 sp), and resetting(will erase this skill and give back the total sp that not include a point for this given skill). So you'll need to play a lot if you plan to allow resetting.
If I made a new version, I'll try to add some better functions for that kind of 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.
Group: Member
Posts: 86
Type: Event Designer
RM Skill: Advanced
could you possibly make it so there's an option in the script to award skill points for winning battles? Like... you can set in the enemies notebox how many skill points it rewards?
The reason I ask this is because i'm trying to make my skill tree sort've like FF13's type of thing. For example, my first skill has a maximum of 20 points. Once I put 20 points into that skill, I can learn the next skill. And so on.
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The gate of tomorrow is not the light of heaven, but the darkness in the depths of the earth...
I don't feel like taking the script that way cuz for having a lot of points it need to either use more than one point per skill level or have a LOT of skill levels, and that would burn the database quickly. Maybe I can include that kind of options in a future 1.3 version, but I'm not sure if I'll do it because I'm satisfied with the script as it is now (for my game).
For now what you want can be done with a simple patch... ask in the script requests section for someone to use the command for rewarding points (ST_command::reward / ST_command::reward_party) at the end of battles loading the "ammount" data from the noteboxes, is not hard at all but I'm kinda busy to do it right now. If no one does it for you, I'll try to help you when I get more free time in a few days... I promise.
__________________________
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: 2
Type: None
RM Skill: Beginner
Hi. Having some trouble here. Script working out fire, creating trees atm. But, for some reason i get this: Script 'Leongon SkillTree Core' line 263: NoMethodError occured. undefined method `[]' for nil:NilClass
which is this row: elsif object_data[0] == "arrow_object" I cant find where i screwed up. Help would be appreciated.
Config Script
module ST_setup ################################################################################ # * Setup * # # Basic? - Skill Tree - of Awesome v1.2 # ################################################################################ # Author: Leongon # # Contact: carlos_gon47@hotmail.com (or PM leongon on the board below) # # Licence: Free for commercial and non-commercial projects, just credit. # # Share: Exclusive for www.rpgrevolution.com # # If you want to share it outside give a link only, please. # ################################################################################ # This is my very first big non-so-basic script, and I'm very proud of how it # # got done, almost exactly what I wanted to accomplish when I start writing it # # about a week ago. # # ---------------------------------------------------------------------------- # # As the name says, this script introduces the very popular function from most # # MMORPGs: Skill Trees, or talent trees if you prefer, for your heroes. # # # # You need to work only in this one, the Core manages the info you give here # # and builds the system. # ################################################################################ # Instructions # # ################ # # # # This works pretty much like Tankentai's action sequences building. You'll # # need to create objects that you must organize at the end in the final trees. # # I put descriptions and syntax in each sections to help you on understanding # # how to build your trees. So read each carefully. # # # # Actually I made it to be able to work like Diablo II and World of Warcraft # # talent systems. Combine both systems if you want. Play with the object's # # requirements to make it work as you like. # # # # If you don't understand this, play the Tutorial, is almost a game more than # # a demo, and it will carry you around some of this script posibilities, and # # teach you how to use them. # # # # If you still need guidance, find bugs or have ideas, reply on the thread. # # I will answer everything that is not already explained here, the thread or # # in the tutorial, if I'm still around. (One never knows what the life have # # for fate) # # # ################################################################################
################################################################################ # Command List # Commands for use on script call events # ################ # # Commands: # # # # ST_command::show(mode, actor, exit) - Opens directly an actor's tree. # # # # ST_command::reward(mode, actor, quantity) - Give extra points to an actor. # # ST_command::reward_party(quantity) - Give extra points to party. # # # # ST_command::reset(mode, actor) - Reset an actor's skill trees. # # ST_command::reset_party - Reset entire party skill trees. # # # # ---------------------------------------------------------------------------- # # Values: # # # # mode 0 - Target actor by party position. # # 1 - Target actor by actor name. # # 2 - Target actor by actor ID. # # # # actor Actor position, name or ID, depending on mode. # # # # exit true - Exits to Map uppon leaving the Skill Tree scene. # # Ommit for exiting to menu. # # # # quantity Amount of skill points to reward. # # Ommit to reward one point. # # # ################################################################################
#------------------------------------------------------------------------------# # * General Settings * # # # # --------- System ---------- # ---------------------------------------------- # ST_menu_pos = 2 # Menu index to land when exiting Skill Trees. # ST_scale_mode = true # (true-false) Skills that require actor level # # will scale with each point spended, requiring # # one more actor level each time. # ST_level_up_point = true # (true-false) Gain a skill point on level up. # ST_first_skill_point = 2 # Actor lvl where start gaining skill points at. # ST_confirm_popup = false # (true-false) Require confirm skill selection. # # -------- Language --------- # ---------------------------------------------- # ST_menu = "Talents" # Menu selection command. Will be used on menu # # access to the skill trees. # ST_voc_max = "Mastered" # 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. # # -------- 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 = 100 # (0-255) Alpha for disabled arrow objects. # ST_skill_disabled = 128 # (0-255) Alpha for disabled skill objects. # ST_show_obj_lvl = true # (true-false) Show object level over the icons. # ST_arrow_hue = 355 # (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. # #------------------------------------------------------------------------------#
In Tree Building section you have object names like "MF_7_1" that does not exist in Creating Arrow Objects or Creating Skill Objects sections.
__________________________
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: 2
Type: None
RM Skill: Beginner
Damn. Should have checked there too. I made the entire "fire" tree at once without testing, an therefore thought the fail was there... Well, thanks for the help. Sorry about wasting your time man
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: 22
Type: Musician
RM Skill: Skilled
I was wondering if it would be possible to add you script for KGC_CustomMenuCommands. The only reason I want to use this one, and not yours, is because I am using a lot of his scripts and they come pre-installed in his script. On this script it has an option to add more commands from other scripts, like yours. I wanted to know if you could tellme what I need to change to make your script one of the options in his menu commands.
This post has been edited by ubermensch: Oct 10 2010, 10:15 AM
Someone else asked for that same script before, and it seems to be unfinished about the extra script management. He ended using another version... KGC+YF custom menu, or something.
Better use mine, it's pretty simple and has detailed guidance. You can get the proper data for each of the scripts you want to add from any scripter here if you ask in the script support area, if you can't do it yourself.
__________________________
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: 22
Type: Musician
RM Skill: Skilled
QUOTE (leongon @ Oct 10 2010, 01:29 PM)
Someone else asked for that same script before, and it seems to be unfinished about the extra script management. He ended using another version... KGC+YF custom menu, or something.
Better use mine, it's pretty simple and has detailed guidance. You can get the proper data for each of the scripts you want to add from any scripter here if you ask in the script support area, if you can't do it yourself.
Probably you don't have a tree defined for a class you are trying to open.
__________________________
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.
I keep getting this error. I don't have that many scripts. I am using Yanfly's Main Menu Melody, Woratana's Mini-Map, Yanfly's CMS, Yanfly's Item Overhaul and some other small scripts that should't be interfering with this. Can you help?
Tell me what you do to get that error, or when it happens. That screen not even shows the name of the script giving the crash, with only that image i don't have any clue.
__________________________
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.