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RPG RPG Revolution Forums > Game Engines > RPG Maker XP Discussion > RPG Maker XP Tutorials
jimmyly
How to make a Skill Tree
There was a like a Skill Tree posted but, this one is bit different from that one.

SKills Needed:
Mid Level Eventing
Basic Variables


Video: It should look like this some what
LINK

Demo:
LINK
Comes with a Skill Tree Tile Set

READ NOTES PLEASE:
-----------------------------------------------------------------------------------------------------------------------------
  • That the Character changes into a Cursor.
  • Can only be used with fixed premade characters.
  • This system deal only with Eventing and Variables NO RGSS what so ever.
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Make a Map for the Skill Tree


To make a 2nd Digit Number

You need to add a Event Digit before the other Digit Event

When Variable is 10
the Event Graphics should be like this
SP[1][0]

When it 11
SP[1][1]

when it 23
SP[2][3]

and so on

The 2nd Digit need a lots of pages like 10 different Digit for every tens.

To teleport back the same post use the Variable
and Make Commen Event with the ConBranch when a key is hit.



IDEA TO DO WITH THE SKILL TREE SYSTEM:
BASICS

Change Parameters
(HP, MP, STR and Such)

Change Skills
(Learn or Forgets skill)

Change EXP
(Gain a Hero EXP)

Fake Weapon Mastering
For those with one weapon change the hero weapon the same one expect make it stronger.
Example: Long Sword + 10 Force Change Hero 1 equipment to Long Sword +15

Change Class
(Or Change to the same class but, with more different type of equipment able to equip)

Change State
(Such as Poison - so he cannot be poison at all make sure it unremovable and the icon is blank)

Change Heros Graphic
(If he change class and you want him to look different there you go)

Advance - Non Hero Relating
Change Battle BGM
(The name explains itself)

Weaken Enemy or Buff Party
(Example Pokemon Ability Effect Weaken a Pokemon at the start of Battle or Vice Versa)
How to use Swtich a # On and on the Battle Page do Turn 0 Add State to All Enemies/Allies


Farther Customize and Possible Add Ons:
  • Possible with the Character Changing with the L(Q) or R(W) Key.(Advance Level Eventing)
  • Exceeding 98SP Points(Mid Level Variables)
  • Picking out Characters(Mid Level Eventing)
  • Leveling up and Gain SP(Basic Level Variables)



EXTRA:
Putting this System in Menu System
by Charlie Lee

Requested and Set Up
by ElMaligno

1- You need to add this:
CODE
class Game_Temp
attr_accessor :orig_player_x
attr_accessor :orig_player_y
attr_accessor :orig_map_id
end


2-then on the 'def main' of menu add this:
CODE
if ($game_map.map_id != n) #where 'n' is the ID of the map with the tree system
$game_temp.orig_map_id = $game_map.map_id
$game_temp.orig_player_x = $game_player.x
$game_temp.orig_player_y = $game_player.y
end


3-next one is 'def update_command':

you must replace this:
CODE
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end


with this:
CODE
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$game_map.setup($game_temp.orig_map_id)
$game_player.moveto($game_temp.orig_player_x,$game_temp.orig_player_y)
$scene = Scene_Map.new
return
end


4- and for last in option that goes to skill tree you need to put this:
CODE
# Play decision SE
$game_system.se_play($data_system.decision_se)
# 'n' is the ID of your skill map
$game_map.setup(n)
# set the the coordinates where you apear in the skill map
$game_player.moveto(0, 0)
#Teleport to skill map;
$scene = Scene_Map.new


5- oh! another thing, in the map of skill tree, use this for return to menu:
-call script:


CODE
$scene = Scene_Menu.new(n)


The bolded 'n' is the number of the option of the menu.
kindomania
This looks pretty cool, really sucks that I found this at the end of the night. sad.gif
2dgamestudio
Wow that is pretty cool, I really like it alot.
Puppet Of Fate
This looks quite useful! I may be using this sometime soon.
Zinx10
i liked it a lot i might use that
XD
Slye_Fox
can you mack skill branches have a class requirment?
jimmyly
QUOTE (Slye_Fox @ Sep 19 2008, 04:50 PM) *
can you mack skill branches have a class requirment?


I have checked.
Most likely you be needing a script for that type of detection.
jimmyly
QUOTE (Slye_Fox @ Sep 19 2008, 04:50 PM) *
can you mack skill branches have a class requirment?


I have just thought of using the Class Requirement it was simple than I thought it should be.
Just turn on a swtich the same time the class is being changed.

Like
EVENT:
@>:Hero1 :Class Change:Mage
@>Switch off Hero 1 001 Warrior
@>Switch off Hero 1 003 Hunter
@>:Swtich on 002 Hero 1 Changing to Mage

and it basiclly simple.
rojse
Brilliant idea - I will definitely consider this for future games that I will work on.
VileoSufora
This gave me some ideas on what I can do to enhance my own skill tree system. Thanks, this was really helpful! ^_^
defilerzero
Interesting, definitely something I'd like to try out.

Thanks for the tut. ^.^
Jamopc
Wow this is awesome! In my opinion there's no better RPG than one that lets you define how you want your character/s to develop and grow, it's what made FFX so damn awesome and it's what will make every game that uses this script awesome too. smile.gif
Pyro21
Hi, I need a little help. I'm not much of a scripter, so I don't know how to do this:

I want to know how to change the actor's graphic to the cursor graphic when accessing the skill grid from the menu.

Please and Thank You...

EDIT: Again, I'm not good with scripts, so I've come across a problem. I'm getting this error when exitting my menu:

"Unable to find file Data/Map000.rxdata."
~_Ihsan21_~
Can with vx?
huh.gif no.gif yes.gif
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