Philip
Jan 29 2011, 10:06 AM
Very nicely done... I'll try it out on my next game.
InfinateX
Feb 1 2011, 05:40 PM
Link's Broken...

EDIT: Almost forgot to say good job!

this si really good!
leongon
Feb 1 2011, 07:06 PM
Looks like is a temporary issue in the Demo file hosting, the script and necessary files are OK. I'll reupload it tomorrow if is still broken.
Edit: They fixed the problem. Demo download is up again.
Shadyone
Feb 5 2011, 02:09 AM
Nice tutorial

I'll see if I can implement it with my game and I'll be sure to give you credits for both the menu script and the skill tree
EDIT: Hmm, I try to start my game but it says Script 'Leongon Main Menu Manager' line 29: SyntaxError occurred. It just has 'end' on line 29 and I copied it straight from the demo, I didn't change anything at all.
leongon
Feb 5 2011, 06:26 AM
This thread is about the Skill Trees, not the Main Menu Manager.
Whatever... Try to copy the manager script again.
Shadyone
Feb 6 2011, 01:08 AM
QUOTE (leongon @ Feb 6 2011, 01:26 AM)

This thread is about the Skill Trees, not the Main Menu Manager.
Whatever... Try to copy the manager script again.
sorry, that worked thank you.
Adrien.
Feb 8 2011, 01:00 PM
So...Speaking of talent point. What would cause it to not give me more points upon leveling up?
leongon
Feb 8 2011, 02:58 PM
Probably another script that changes how you level or gain experience. That's the first thing I can think of.
Adrien.
Feb 9 2011, 07:23 AM
I do have a script that states "you only need a 100xp to gain levels and every level after that enemies will give you less xp"
Should all your scripts go below that? - sounds obvious -
leongon
Feb 9 2011, 09:09 AM
That one seems to be replacing the function for level up, the placing of the scripts should not fix the problem, what you need is merge a little part of both systems. Any scripter should be able to insert the code where I manage the talent point gaining on level into your other script, is really simple.
Grim Tuesday
Feb 10 2011, 10:13 AM
Well, that is impressing. Definitely something I want to use. I'm still testing your script, so I will reply if anything goes wrong

anyway, awesome indeed.
leongon
Feb 10 2011, 10:22 AM
First you reset the actual trees to get back the talent points, then when you change the actor class it should get automatically the new skill trees as my script does a full check everytime a tree scene is opened... This is very functional to this kind of things, but at the cost of some lag when the trees has a lot of data.
In short: Just reset the actor trees prior to changing it's class. That should work.
(Looks like you resolved your question by yourself while I was responding, lol.)
Grim Tuesday
Feb 10 2011, 12:07 PM
Well, I thought that it may take you a little bit longer to notice my question, but nevertheless thanks for responding. I don't know if you are familiar with Yanfly Engine RD - Subclass Selection System, but if by any accident you are, then you know that it makes possible to change classes quite easily and to combine them into somenthing like "prestige classes". Thus, if you know that script, would you mind telling me how does your script and SSS affect each other? Are there any difficulties in either of them or if any options are being rendered impossible to run? I must say that I have virtually no idea about how to script, and comparing any classes or methods in two complex scripts sounds like Mission Impossible to me...
leongon
Feb 10 2011, 04:24 PM
I don't know that script, I'm sorry.
What you must do, is try both scripts together, and when you get a compatibility problem, read both script's thread compatibility notes and FAQ, maybe something there can help you... after that, go to the script request subforum, and ask for a scripter to hopefully fix the compatibility issue.
Shadyone
Feb 11 2011, 12:35 AM
Is there a simple way to create skill trees without knowing ruby or do I need to learn it to make my own trees?
Grim Tuesday
Feb 11 2011, 05:10 AM
I have already tried running both scripts (Skill Trees of Awesome and Yanfly's Subclass Selection System) at the same time, and it seems that they are not compatible. Don't know why, but skills that have been learned through your Skill Tree do not display as known at all; I maxed every single tree, but still got no skill known. Pity, but I guess it's a problem too complicated enough for me to solve and repair.
So I had to throw away Subclass Selection System, 'coz I'm not giving up that awesome Skill Trees of yours
leongon
Feb 11 2011, 05:56 AM
QUOTE (julianz27 @ Feb 11 2011, 12:35 AM)

Is there a simple way to create skill trees without knowing ruby or do I need to learn it to make my own trees?
You don't need to know ruby, you just need to know english and being able to follow the script instructions.
QUOTE (Grim Tuesday @ Feb 11 2011, 05:10 AM)

I have already tried running both scripts (Skill Trees of Awesome and Yanfly's Subclass Selection System) at the same time, and it seems that they are not compatible. Don't know why, but skills that have been learned through your Skill Tree do not display as known at all; I maxed every single tree, but still got no skill known. Pity, but I guess it's a problem too complicated enough for me to solve and repair.
So I had to throw away Subclass Selection System, 'coz I'm not giving up that awesome Skill Trees of yours

It was expected, that other script seems to change how you learn skills from the basis... this one is built over the default.
Adrien.
Feb 12 2011, 04:28 PM
QUOTE (leongon @ Feb 9 2011, 09:09 AM)

That one seems to be replacing the function for level up, the placing of the scripts should not fix the problem, what you need is merge a little part of both systems. Any scripter should be able to insert the code where I manage the talent point gaining on level into your other script, is really simple.
Crap and I am not a scripter. if I posted that script - the exp one here - that I think is causing the issue. would you be able to fix the issue? as you technically are a scripter.
leongon
Feb 12 2011, 05:41 PM
I usually don't take script requests, and when I feel like doing so, I check the script requests forum... however I have helped directly some people that asked for it in my script's threads even when is not about a bug in my scripts, and the main reason is: They where very kind and grateful to me... And I haven't saw a single "thank you" from you, so I really don't want to go back scripting when now I'm doing drawing, you know.
About what you need: As I told you, the patch to make both scripts work together is very simple, any average scripter should be able to move the necessary chunk of my script into the other properly. Try the script request forum, people wanting to help are there. Good luck.
Adrien.
Feb 12 2011, 09:16 PM
not to be rude or anything, but technically it is a bug, its incompatibility forcing people to choose between yours or theres in terms of scripts. and MOST scripters will take the the time to make two scripts compatibility thus increasing there user base numbers by x amount.
Since your refusing too for reasons of your own I will take my business else where to get out side help.
leongon
Feb 13 2011, 06:48 AM
QUOTE (Adrien. @ Feb 12 2011, 10:16 PM)

not to be rude or anything, but technically it is a bug, its incompatibility forcing people to choose between yours or theres in terms of scripts. and MOST scripters will take the the time to make two scripts compatibility thus increasing there user base numbers by x amount.
Since your refusing too for reasons of your own I will take my business else where to get out side help.
Bug? So all scripts ever made must be made to be compatible with everything else to be not bugged.
And how can you say that I'm, I'M, forcing people to choose between my script and another when I already told you two times how easy is to make them both compatible and where to ask for that help?
Whatever, do what you want, I don't care about the number of users of my TOTALLY FREE scripts, less if those users feels like I must fix THEIR game problems because they are honoring me with the use of my scripts.
How many script authors have answered every single question from you, and guided you to get the help you need about your specific mix of scripts?
From the request guidelines:
QUOTE
If someone tries to help you, be polite and say thank you, even if their help doesn't work for you. If you're being rude to the people who are trying to help, others wont see any reason to try and help.
You already noticed that with your behavior when requesting help no one that have read you last posts in this topic will help you. So going outside IS your best option now, or maybe still try around here hoping for them to not look this topic.
Just try to say "thanks you" at those who will help you from now on.
Shadyone
Feb 15 2011, 12:22 AM
QUOTE (Adrien. @ Feb 13 2011, 04:16 PM)

not to be rude or anything, but technically it is a bug, its incompatibility forcing people to choose between yours or theres in terms of scripts. and MOST scripters will take the the time to make two scripts compatibility thus increasing there user base numbers by x amount.
Since your refusing too for reasons of your own I will take my business else where to get out side help.
How is that not being rude?
Anyway, when I set my tree up, instead of the skills I chose for it it comes up with random skills and puts required skills for another skill in the 2nd tab o.O what did I do wrong?
CODE
"DK_1" => [1, 0, "WA_1", nil, 5, 0, 27, 23, 81, 43, 45],
"DK_2" => [4, 0, "WA_1", nil, 5, 0, 87, 88, 89, 90, ],
"DK_3" => [7, 0, "WA_1", nil, 5, 0, 103, 104, 105, 106, ],
"DK_4" => [10, 0, "WA_1", nil, 5, 0, 62, 63, 64, 66, ],
"DK_5" => [13, 0, "WA_1", nil, 5, 0, 9, 2, 1, 3, ],
CODE
"DARKNESS" => ["DK_1" , nil, nil, nil, nil, nil, nil,
"WA_1_1", "DK_3" , nil, nil, nil, nil, nil,
"WA_1_2", "DK_4" , "DK_5" , nil, nil, nil, nil,
"DK_2" ],
leongon
Feb 15 2011, 07:12 AM
Show me your class assign section, is the last part in the setup.
Shadyone
Feb 15 2011, 01:28 PM
QUOTE (leongon @ Feb 16 2011, 02:12 AM)

Show me your class assign section, is the last part in the setup.
6 => ["DARKNESS", "WEAPONRY", nil, "Darkness", "Weapon Training", nil],
leongon
Feb 15 2011, 02:12 PM
The only problem I see is that all skill objects have the "WA_1" parent skill requirement, and some objects with the 5 levels statement but you only include four skill IDs. Fix those and tell me if you still have misfunctions.
Shadyone
Feb 15 2011, 04:37 PM
QUOTE (leongon @ Feb 16 2011, 09:12 AM)

The only problem I see is that all skill objects have the "WA_1" parent skill requirement, and some objects with the 5 levels statement but you only include four skill IDs. Fix those and tell me if you still have misfunctions.
Yes that worked. Thanks again Leon

also I was wondering if your passive skills script can be used in the trees?
leongon
Feb 15 2011, 05:07 PM
Yup, I made it with that goal of having some skills more like "talents" upgrading stats, instead of just giving new skills. But you can use other passive skills script, mine is not the best.
Shadyone
Feb 15 2011, 06:17 PM
cool
leongon
Feb 19 2011, 04:22 PM
New version 1.22 released.
This includes some minor enhancements mainly for actors without skill trees in your party.
- Now has control for actors whose class doesn't have skill tree asigned, with this you can have actors without skill trees.
- Optional pop up message when you try to open a skill tree for an actor whose class doesn't have any tree assigned.
- This added new options to the setup where you can change how and what shows the warning message.
- It keeps the functionality of 'return to menu or map' eventing management.
- A couple of minor data display bugs fixed.This version changed the Setup and Core scripts, so you need to replace both. If you are using an old version and are not sure how to put this one in without losing your already built skill trees data... just ask me.Screenie:

Use the text files attached in the first post. The new demo will be up by tomorrow, I'm too lazy right now, sorry.
Please report if you find a bug.
Hope you like it.
leongon
Feb 20 2011, 08:31 AM
Ok, the 1.22 demo is up in the first post, in straight download, with now 3% more smile steal guaranteed.
Please, report if you find a bug.
Shadyone
Feb 20 2011, 09:31 AM
Nice update leon, this'll help me a bunch.
icydeath7
Mar 14 2011, 04:52 PM
Hey is there anyway to get this to work on kgc large party script? I try but it doesn't work( I possibly just suck a scripting).
leongon
Mar 14 2011, 05:23 PM
Try swaping the position of that script with this one(both parts) in your script editor. If that doesn't work I'll need more info about the error you get.
icydeath7
Mar 16 2011, 06:25 PM
QUOTE (leongon @ Mar 14 2011, 05:23 PM)

Try swaping the position of that script with this one(both parts) in your script editor. If that doesn't work I'll need more info about the error you get.
Well now the menu shows up but the "party organization" function doesn't show up. What could I do to fix that?
leongon
Mar 17 2011, 11:03 AM
You seem to be stuck with your menu commands manager, I can't help you if you don't explain better or show some screenshots of the error you get.
SaturnJohn
Apr 3 2011, 11:43 AM
I give up. almost every script in the RMVX world takes 4-5 hours to download the "reccommended demo", slog through it for six hours, see nothing of the script because it's taken for granted after an hour, then spend 8-9 more hours trying to figure out what the hell went wrong when you decide to copy-paste in your game. it's retarded and makes me no more sklled than i was before. i am NOT spending 3 days of my life simply debugging SOMEONE ELSE'S SCRIPT beacuse they have resources that i find damn near impossible to make/get. how in the hell am i supposed to become a scripter if every time i try a script it takes 40 minutes to fix an error which makes yet another error? is this supposed to make me some sort of scripting master? screw scripts. i'm going back to RM2K3.
Kread-EX
Apr 3 2011, 12:22 PM
Why not simply ask about a specific problem that arises concerning this script, rather than bitch about scripts in general? And how in the world do you need 4-5 hours to download the demo? Even on dial-up, it doesn't take that long.
leongon
Apr 3 2011, 03:22 PM
That really hurts.
Do you know how many time I, and all scripters, spend to give you scripts for free?
shinto
Apr 3 2011, 11:25 PM
Ignore saturnjohn Leongon.
Your efforts and the efforts of all the scripters on this site are appreciated by most of us

@ SaturnJohn - Not trying to flame but maybe you should go back to 2000/2003.
I've never spent longer then 20 minutes downloading a demo (56k modem at the time)
And asking for help rather then giving random rants generally gets you further.
I'm a relatively pathetic scripter , I freely admit this. But I have learned several basics from
gracious scripters like Woratana ,Shanghai , Leongen , Yanfly and Kread-Ex who take the time out of their
lives to make scripts available to those of us without RGSS2 mastery.
I'm running 47 scripts in my current project with no errors whatever. (Had to edit a few of them but is to be expected for compatibility reasons)
Have you tried adjusting load orders? Verified they were RGSS2?
Because the learning material is right here on this site if you want to learn as you say.
Slamming on someones work just because YOU can't get it running when obviously many of us have shows
A- You are VERY INCONSIDERATE to Leongon and B- The flaw is on YOUR end.
If it's not garbage IN it must be garbage OUT in your case.
Simply stop bashing someone's thread who is giving you something for NOTHING.
Make a reasonable bugreport and don't bash a generous person who is trying to help you at no cost.
Ps: Sorry for the minor thread hijack Leongon , but you were far too polite than they deserved and it pisses me off seeing people flame others for utter stupid reasons. I had to show my support. Keep up the good work! -Shinto
leongon
Apr 4 2011, 03:03 PM
It's ok, and thank you for the support. I just hope the ungrateful are the less.
reno385
Apr 5 2011, 09:59 PM
First off, awesome script, I love it! Keep up the good work
But I do have a question (and sorry if this was already mentioned, I skipped a couple of pages in this topic). Is it possible to set up skills to require more than 1 skill point? Like say an actor knows Fire and the player has to spend 5 SP to learn Fire 2. I've been doing this by copy/pasting the Fire skill 5 times then setting the maxlvl and childreqlvl of Fire to 5 so that the player must essentially spend 5 points to unlock Fire 2. Which works fine but if I want to have some skills require maybe 20 or 30 SPs I don't want to clog up the skill list with a ton of copies and cause it to lag. So I was wondering, can skills be set to require more than 1 SP to be learned?
leongon
Apr 6 2011, 08:36 AM
Nope, I haven't included that posibility to add a specific ammount of points for each skill or skill level. Basically because that will need also some extensions to gain additional points at the end of battles and that will make more compatibility issues... However, all this is noted for a possible next update.
reno385
Apr 10 2011, 02:00 AM
Oh, I see. I figured as much but I thought I'd ask anyway. And again great job on this script.
H0M3R0W
Apr 20 2011, 07:06 PM
Okay so I'm pretty sure I configured everything correctly, but whenever I add more than 4 lines for the Tree_Name section, I get an error.
Ex:
"SOLDIER_DAMAGE" => ["SD_1", nil, nil, nil, nil, nil, nil,
"SD_1_1", nil, nil, nil, nil, nil, nil,
"SD_1_3", nil, nil, nil, nil, nil, nil,
"SD_2", nil, nil, nil, nil, nil, nil,
"SD_1_1", nil nil, nil, nil, nil, nil,
"SD_1_3", nil nil, nil, nil, nil, nil,
"SD_3", nil nil, nil, nil, nil, nil],
does not work
Ex. #2
"SOLDIER_DAMAGE" => ["SD_1", nil, nil, nil, nil, nil, nil,
"SD_1_1", nil, nil, nil, nil, nil, nil,
"SD_1_3", nil, nil, nil, nil, nil, nil,
"SD_2", nil, nil, nil, nil, nil, nil],
does work
It's very weird. Any help would be appreciated.
leongon
Apr 20 2011, 08:20 PM
probably you forgot to set up "SD_3" in skill or arrows objects sections. Also you have two intances of "SD_1_1" and "SD_1_3", but I'm not sure if that could throw a crashing error.
H0M3R0W
Apr 21 2011, 01:20 PM
Hmm, I checked what you said earlier:
# "ArrowObject" => ["arrow_object", "arrow", "dadskill"],
"SD_1_1" => ["arrow_object", "A_ver_st", "SD_1"],
"SD_1_2" => ["arrow_object", "A_ver", "SD_2"],
"SD_1_3" => ["arrow_object", "A_ver_end", "SD_3"],
# "SkillObject" => [reqlvl, treepts, "dad", "mom", maxlvl, childreqlvl, idlvl1, idlvl2,...],
"SD_1" => [1, 0, nil, nil, 5, 0, 1, 2, 3, 4, 5],
"SD_2" => [1, 1, nil, nil, 5, 0, 6, 7, 8, 9, 10],
"SD_3" => [1, 3, nil, nil, 5, 0, 11, 12, 13, 14, 15],
Those are the two things that I have set up.
(Wow I can't believe I didn't say this last post but: Thank you for the script. It's pretty awesome. Just trying to fiddle around with the script a bit more to try and get it to work. It isn't your scripts fault, just me being a noob

)
leongon
Apr 22 2011, 06:40 AM
Everything looks fine in those settings. Try to use the SD_3 without double intances of the same arrows... like:
"SOLDIER_DAMAGE" => ["SD_1", nil, nil, nil, nil, nil, nil,
"SD_1_1", nil, nil, nil, nil, nil, nil,
"SD_1_3", nil, nil, nil, nil, nil, nil,
"SD_2", nil, nil, nil, nil, nil, nil,
nil, nil nil, nil, nil, nil, nil,
nil, nil nil, nil, nil, nil, nil,
"SD_3", nil nil, nil, nil, nil, nil],
if that's not what gives the error, I don't know what else can be.
pinka
May 10 2011, 10:24 PM
Hello Leongon, I'm using your skill tree system and I think it's a really good script. I wanted to ask whether you could change it, or make a patch, so that it would be possible to able/disable skill trees using a switch.
For example, a class has 3 trees, which you can access only if a switch has been activated.
I hope i've been clear on this since english isn't my mother language.
leongon
May 11 2011, 08:31 AM
Actually i see two possible ways to do that now.
- By changing the actor's class... say your actor is class 5, who has only one tree... then you change it to 6 who has the same tree plus a second one.
- By modifying the constant data in the class asign section of my script on the run, from a one tree data to a two tree data line. A script call like:
X = ["MAGE_FROST", "ARMS", nil, "Frost", "Arms", nil]
ST_setup::ST_class_assign = {1 => X}1 is the actor class.
I have been away from scripting for a while, but i think those may work. Give a try. However a function do enable/disable trees doesn't seem hard to do... tell me if you can't make it work as i said before, I may apply your request if my mood and free time allows
pinka
May 11 2011, 11:46 AM
Thanks for your help, it worked with the second method. Though I think that enabling/disabling the trees with a switch would be a nice update to this script.
I have another idea tho, could you make it so that skills can have other requirements to be activated?
For example, say, I have two skills but you can only choose between one of them. Enabling a skill would disable the other one which is linked to it.