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Skill Trees


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#1 Tsukihime

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Posted 06 October 2012 - 09:50 AM

Skill Trees
-Tsukihime

Posted Image

This script adds skill tree functionality.
It adds additional learning conditions that will require you to have certain levels of mastery for some other skills.

Download

Script: http://db.tt/HQSCLLpK
Required: Core Learning, Skill Levels

Usage

So for example suppose Eric needs to have Fire level 10 to learn Flame.

In the Classes tab, you would first create an entry for Flame.
Then you would tag the learning object with

<slv: skill_id level>

In this case, Fire's ID is 51, so I would write

Posted Image

Now when I go and level up Fire...

Posted Image

You can have as many conditions as you want. Just tag them separately

<slv: 1 5> <slv: 2 8> ...

Edited by Tsukihime, 06 October 2012 - 09:54 AM.

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#2 MegaNew

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Posted 06 October 2012 - 03:41 PM

Where is the "Tree" exactly?

Edit : Ahhh, I understand now.

Edited by MegaNew, 06 October 2012 - 03:42 PM.


#3 Tsukihime

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Posted 06 October 2012 - 03:48 PM

In your imagination lol

I don't have any plans to design a GUI for it but someone can use this script to build one since the logic itself is already implemented.

Otherwise I guess you would need to somehow tell your players how to learn new skills and why your skills have levels in the first place.
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#4 KilloZapit

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Posted 07 October 2012 - 07:06 PM

You could integrate this with yanfly's learn skill engine of you needed a gui... not sure how possible that is.

Oh! Also I was kind of curious about doing a thing like FP Inventory Plus with skills, just because I like customizing skills a bit, so allowing duplicates would be interesting. :3

Edited by KilloZapit, 07 October 2012 - 07:09 PM.


#5 Tsukihime

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Posted 07 October 2012 - 07:24 PM

That would require you to create a wrapper class for the skill and then store it with the actor.
Which is trivial. I think I started working on something like that but for some reason dropped the idea.

How does yanfly's GUI look?
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#6 KilloZapit

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Posted 07 October 2012 - 08:20 PM

That would require you to create a wrapper class for the skill and then store it with the actor.
Which is trivial. I think I started working on something like that but for some reason dropped the idea.

How does yanfly's GUI look?

There are some screenies here if you wanna see...

#7 Aesorian

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Posted 12 October 2012 - 04:38 PM

It may not be exactly what you're after, but combing this script (which is excellent btw) with Yanfly's Common Event shop (Found here: http://yanflychannel...mon-event-shop/) can give you a sort of skill tree. I've done a quick one here:

Posted Image

I've used a variable as a second currency (which makes it a little more awkward than just using straight cash), but it seems like it couild be a good replacement.

If you wanted to do it properly, items in the shop can be turned on/off using switches which is nice (I have a variable set up for number of times a 'Soul' is used so I can turn it off when a player reaches max level for example)




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