In the * Creating Arrow Objects * and * Creating Skill Objects * sections you insert your objects data with the unique names you want for them. I used names like "MF_1" cuz are short and still descriptive for me about what are they doing.
You can name them like "FROSTBOLT_skill" or "FROSBOLT_arrow1", that is completly up to you.
--- For your first skill... "MF_1" => [1, 0, nil, nil, 3, 3, 1] you are missing two skill ID level data:
If your maxlvl data is 3, you must enter 3 id levels. You stated that this skill has 3 levels and the script can't find the IDs for the next two levels, so is maxed.
This system uses a different skill in the database for each skill level. The reason: http://www.rpgrevolution.com/forums/index....st&p=426169 --- For the error in your screenshot, looks like something is wrong in the arrows data. Show me your * Creating Arrow Objects * section if you can't resolve the problem.
Adrien.
Aug 5 2010, 02:05 PM
I think I am beginning to understand. BUT: is the idlevel not the skill id?
what are the other two numbers suppose to be? 1,2,3? because skill ID 1 is Fire, Skill id 2 is Flame and Skill id 3 is Blaze. I stuck with the default name of most of the variables in this case to fool around and see what i could create.
Any ways the code is below:
CODE
"MF_1" => [1, 0, nil, nil, 3, 3, 1, 2, 3], # Supose to be fire, but I put in 2,3 after the one (Skill id 1) "MF_2" => [5, 3, "MF_1", nil, 3, 3, 1,2,3], #Suppose to be Flame (Skill id 2) but I put in 1,2,3 for this id level thing "MF_3" => [10, 3, "MF_1", "MF_2", 3, 3,1,2,3], # Suppose to be Blaze (Skill Id 3) but again, 1,2,3... "MF_4" => [1, 0, nil, nil, 5, 5, 14, 15, 16, 17, 18], "MF_5" => [10, 0, "MF_4", nil, 5, 5, 19, 20, 21, 22, 23], "WA_1" => [1, 0, nil, nil, 3, 3, 24, 25, 26], "WA_2" => [1, 0, "WA_1", nil, 5, 0, 27, 28, 29, 30, 31],
Fire (3 points to max) | Flame (3 points to max) | Blaze (3 points to max)
leongon
Aug 5 2010, 02:49 PM
QUOTE (Adrien. @ Aug 5 2010, 02:05 PM)
I think I am beginning to understand. BUT: is the idlevel not the skill id?
what are the other two numbers suppose to be? 1,2,3? because skill ID 1 is Fire, Skill id 2 is Flame and Skill id 3 is Blaze. I stuck with the default name of most of the variables in this case to fool around and see what i could create.
I already explained: Each level is a new skill. If you can't get it, take a look at the skills database in the demo, you should catch it seeing that.
Now, the error you are getting is for a unexisting arrow object:
There is no "MF2_3" in the arrows object section, should be "MF_2_3"
and the parent data for it is wrong: "MF_2_3" => ["arrow_object", "A_ver_end", "MF_3"], replace the "MF_3" with "MF_2"
I recommend you to redo every arrow and skill object, with names you can track better.
Beside of that missing id levels and miswritten names, I don't see any more data errors. Repair those and you'll get it working.
Pyro21
Aug 10 2010, 02:32 AM
Hello. I really want to use this script. It is the only skill tree I could find that allows skills to level up.
But after I changed the settings and made my own skills, I got an error:
Script 'Leongon SkillTree Core' line 237: ArgumentError occured.
comparison of Fixnum with nil failed
Nothing in the core script has been changed and I copied it straight from your demo. Here's the line:
CODE
return true if actual_lvl >= skill_object_name[5]
EDIT: I fixed it, nevermind ^^
leongon
Aug 10 2010, 05:47 PM
If you want to compare there are some others scripts for skill learning/upgrading. One is named something like "skill upgrade", and I remember seeing one that can use only one skill with a defined curve on damage and mp consumed, and one that uses a grid where your char walks spending points to reach the skills. I also leaved a link to other script similar to mine(tree-thing), in the first page.
Search here and rpgmakervx.net for them.
KrazEE
Aug 18 2010, 04:11 PM
Im trying to call the script like this but its comming up with this error .
What am i doing wrong?
I have also tried calling it with ST_command::show(1,"Dusky", true)
Dusky being the name of my character.
leongon
Aug 18 2010, 05:41 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
SoloHero
Aug 22 2010, 02:16 AM
Hey, great script. I'm using a resolution change script to resize the game window 640* 480, I was wondering since there'll be extra room, would I be able to make more than 3 trees by widening the windows?
leongon
Aug 22 2010, 11:18 AM
If you ask for more slots per row... I made the cursor to be "smart", so, if you change the width of the skill tree window, the icons will fit and everything will work fine, just make sure to widen it with a multiple of 24 to prevent gaps between objects. You only need to change the @column_max = 7 in Window_SkillTree_Main class, after widening the window.
However, I made the positioning absolute, not relative, so you'll need to re-adjust all other data windows.
If you are asking for each actor to have more than 3 skill trees... the system will remain the same whatever size the windows has.
DuosLivara
Aug 22 2010, 03:29 PM
Umm I have a Question. Is this Compatible with Yanfly's Melody system or no? just curious if you knew ahead of time so i can save myself some headache if i get a tone of errors.. >< also if it is compatible where would i put it?
leongon
Aug 22 2010, 04:07 PM
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
Andrelvis
Aug 22 2010, 11:10 PM
Great script, good job
KrazEE
Aug 23 2010, 04:59 AM
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
leongon
Aug 23 2010, 09:01 AM
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.
Lockheart
Aug 24 2010, 12:16 PM
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.
leongon
Aug 24 2010, 01:00 PM
Try a script call like:
CODE
$game_actors[1].learn_tree_skill(1)
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.
Mufalmar
Sep 7 2010, 08:56 PM
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.
leongon
Sep 7 2010, 09:52 PM
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.
occe94
Sep 21 2010, 04:55 AM
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. # #------------------------------------------------------------------------------#
thanks in advance.
leongon
Sep 21 2010, 03:37 PM
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.
occe94
Sep 22 2010, 11:05 AM
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
Awesome script btw
leongon
Sep 22 2010, 05:01 PM
No problem, and thanks.
ubermensch
Oct 10 2010, 10:13 AM
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.
leongon
Oct 10 2010, 12:29 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.
ubermensch
Oct 10 2010, 04:47 PM
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.
Oh ok, thanks. I wasn't sure.
ubermensch
Oct 12 2010, 01:21 PM
I keep getting this error, but I'm not sure exactly what it means,
Script "Leongon SkillTree Core" line 114. No method error occured undefined method "[]" for nil:NilClass
leongon
Oct 12 2010, 01:47 PM
Probably you don't have a tree defined for a class you are trying to open.
ubermensch
Oct 12 2010, 02:59 PM
QUOTE (leongon @ Oct 12 2010, 02:47 PM)
Probably you don't have a tree defined for a class you are trying to open.
That was exactly it. THanks, sometimes I'm retarded.
Puppet Of Fate
Oct 19 2010, 07:52 PM
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?
leongon
Oct 19 2010, 11:02 PM
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.
Puppet Of Fate
Oct 20 2010, 08:35 AM
QUOTE (leongon @ Oct 20 2010, 03:02 AM)
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.
It happens when I select it from the menu. As I said, I am using Yanfly's menu thing.
leongon
Oct 20 2010, 09:45 AM
Then you are trying to open the skill tree without specifying an actor. Read the first post, the compatibily section, there's already the proper data you need to use in melody menu.
Puppet Of Fate
Oct 20 2010, 11:38 AM
Working now! I must have done something wrong!
blademan
Oct 23 2010, 05:20 PM
What are the chances that this could/will be rewritten for RPG Maker XP? Just wondering.
leongon
Oct 23 2010, 07:06 PM
There's already one translated, is the v1.0 if I remember correctly. Search in request subforum.
blademan
Oct 24 2010, 02:46 PM
QUOTE (leongon @ Oct 23 2010, 11:06 PM)
There's already one translated, is the v1.0 if I remember correctly. Search in request subforum.
Just tried using that one, and it wouldn't work. Kept throwing errors like:
Script 'Skill Tree Core' line 268: NoMethodError occurred. undefined method `+' for nil:NilClass.
I'm not sure what's causing it or how to fix it. Not to mention that that version of the script isn't up to date with your current release of the VX script.
leongon
Oct 24 2010, 03:15 PM
I can't give support with that translated version, only know VX scripting.
blademan
Oct 24 2010, 05:22 PM
QUOTE (leongon @ Oct 24 2010, 07:15 PM)
I can't give support with that translated version, only know VX scripting.
Okay. Would you mind if I took the latest version of your script to another forum and asked them to make a RMXP translated version?
leongon
Oct 24 2010, 06:17 PM
Use a link to here please. Don't post the script or it's necessary files outside this forum. I have seen people already sharing my scripts in other forums, but them all are respecting my conditions by just giving the link to the threads here. So I ask you to do the same.
I give my scripts for free with only that condition, and me being credited of course.
Also, if someone does the conversion for the last version, tell him to contact me to include a link for him in this thread. Thanks in advance.
blademan
Oct 24 2010, 09:50 PM
QUOTE (leongon @ Oct 24 2010, 10:17 PM)
Use a link to here please. Don't post the script or it's necessary files outside this forum. I have seen people already sharing my scripts in other forums, but them all are respecting my conditions by just giving the link to the threads here. So I ask you to do the same.
I give my scripts for free with only that condition, and me being credited of course.
Also, if someone does the conversion for the last version, tell him to contact me to include a link for him in this thread. Thanks in advance.
I will, and thank you.
Epicocity
Nov 6 2010, 03:32 PM
On line 116 of the main menu manager I get "NoMethodError Occured
undefined method 'include' for nil:NilClass" when attempting to run.
leongon
Nov 6 2010, 05:10 PM
I'll assume that you mean skill tree core script.
Show me your Setup script.
PD: This script looks like has became very popular... I'll think about making some debug messages for it.
leongon
Nov 18 2010, 03:41 PM
Replaced the screenshot with this one to show more of the real possibilities of this system, the previous image was showing a branch of only two skills.
Adrien.
Jan 4 2011, 02:46 PM
Found a bug when importing the script in to the main menu melody like so: (Yem Main Menu Melody)
I have the menu below the scripts to allow for other scripts that get imported to show, if the menu scripts are above your scripts the other scripts that get imported don't show but yours does.
leongon
Jan 4 2011, 05:14 PM
That's a problem using your menu manager, not a bug in the skill tree.
Check the instructions of that script.
I can see you are eating the space after the => in the last line. Also, at least in my menu manager, you need to put the manager below ALL scripts that will be used in the menu, but I don't know how that one works, I don't like melody.
Adrien.
Jan 6 2011, 03:01 PM
I have a new problem. I made talent trees for mages, white mages and theives. I can put points the in the mages trees fine same with the white mages tree as well - assuming they have points to spend. when it comes to the theives skill tree, even if the skill states 0/1 I cant put points into it. it won't let me. even if I have points.
Thoughts?
leongon
Jan 6 2011, 03:47 PM
Read the FAQ, then check the skill object data. Come again if you can't solve the problem after those steps.
imabug
Jan 9 2011, 06:36 PM
Hey there ~
at first, thank you very much for this AMAZING script! i am a noob in scripting, but with a little bit of brainworkout, (.. for like 5 minutes) i managed to build trees, and place Skills! its very accessible when people actually do read the guidelines.
but one question.. is it, somehow, possible to increase the stats? You know.. for example Rogue/Hunter in WoW have some talents that increase Agility.. is this anyhow possible? because i'd like to use some fillers, since i want at least 20 icons per tree. (Fillers! even if they will be small ones, i like it when it gets messy ^^ )
thanks again!
leongon
Jan 10 2011, 01:59 PM
You're welcome.
Yep, if you can read the instructions you should be able to use this script even being a newbie.
To increase stats like wow talents, you only need to use a "passive skills" script, there are some around if you don't want to use mine.
imabug
Jan 11 2011, 01:41 AM
QUOTE (leongon @ Jan 10 2011, 01:59 PM)
You're welcome.
Yep, if you can read the instructions you should be able to use this script even being a newbie.
To increase stats like wow talents, you only need to use a "passive skills" script, there are some around if you don't want to use mine.
oh lol its nr1 in your signature.. i am so blind sometimes. x) i'll try it out, thanks again =) (p.s your games demo is the most hilarious i've ever played xD)
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