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:
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- 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.
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
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
$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
# 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
# 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
$game_system.se_play($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.
