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EST - Emerald's Skill Trees

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Im wondering is the limit for each actor 3 skill trees? You can't have more?

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The limit is 3, yes. I CAN change it, but it will require some find & rewrite work, so (@everyone) I'll accept some ideas to add to the next version!

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Update to v1.0d

Just a simple change to avoid problems. UPDATE IF YOU'RE USING MY Passive Additions to Skills SCRIPT!!

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Wow, this script is hard to use at first but when you get the trick this is just sick ! Good job dude, I'm going to use it in my game.

 

I found an issue though, it only gives you points to invest in the trees when you actually level up. Which means that (let's say) a character starting at level 50 will get no points at all. Is it possible to make it so it calculates the overall points with the actual level and not on level up ? I dont know if I make myself clear as I'm not a native english speaker but well ^^

Edited by Mindslug

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I found an issue though, it only gives you points to invest in the trees when you actually level up. Which means that (let's say) a character starting at level 50 will get no points at all. Is it possible to make it so it calculates the overall points with the actual level and not on level up ? I dont know if I make myself clear as I'm not a native english speaker but well ^^

 

Just do it manually when you get a new character:

 

$game_actors[X].tree_points+=10
$game_actors[X].total_tree_points+=10

Where X= the actor ID

 

Excellent script BUT I'm having one problem- once I've assigned points and learned skills, they don't actually seem to appear in my skill list. What could I be doing wrong?

 

EDIT: No problem- it was just the silly engine quirk that you need to give a skill a skilltype (special/magic) or it won't show up! Silly feature.

Edited by gchewood

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I'm happy to know someone has done the effort to make a good skill tree script for ACE, and I'm glad my creation could inspire someone else to try doing something similar.

 

I approve of this ;)

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Hey, I'm loving the scripts, keep up the great work!

 

I've noticed when the skill has two lines of description the first line in the info window is followed by an unknown character box that's a bit unsightly.

 

Something for the next update could be optional notetags / in script text sections to write a shorter description of the skill, so that the standard one doesn't get crushed up if it's long, or so the writer can convey the perks of upgrading a skill without it appearing in the skills' normal description.

 

Thanks :D

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I'M VERY SORRY FOR MY LATE RESPONSE EVERYONE OF YOU!!!!

I forgot to log on for a long time, and have it very busy lately, and still a whole list of to-do stuff what concerns RM, so please accept my early apologies if after today, it still takes time before I've handled your requests/problems!

 

I'll start at the top of the list:

@Mindslug: Thanks :)

Uhm, not really sure but I think if you reset the trees directly at the begin of the game/after the actor joins the party, you should get the full amount of points. But I'll look into it for you.

@Nareus: I'll look into it.

@gchewood: Thanks for the comment!

@Naridar: I'll make a patch for you.

@Leongon: Thanks for the approval :P

@wifflefish: Thanks, and not really sure but I think one of the add-ons had a function that could manage this. I'll check it for you.

 

To-do list:

- Starting points regarding non-level-1-actors

- Compatibility check

- Class instead of actor patch

- EST-specific descriptions.

 

Items with a strike are included in the next patch.

 

Please notify me if I've missed anything!

 

EDIT

 

Regarding the compatibillity patch of Nareus, put this script below that CMS script.

Edited by Emerald

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Hey, got another bug report for you :)

 

The script throws the error

"Script 'EST' line 591: NoMethodError occurred. Undefined method '[ ]' for nil:NilClass"

when using the "tree_skill_level" requirement with a skill not called "test_skill_1". A bit of digging and I think it's because of the specific reference to that skill name on lines 804 and 807, but I don't have enough scripting knowledge to fix it myself :(

Edited by wifflefish

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A few things... first: this is a wonderful script, with great customization options. It's a bit complicated at first to grok how to setup trees, but that's simply because they're so customizable, so I think that's to be expected.

 

I love that there's a scene for assigning skill points, and it's all pretty well rounded and put together, end to end it's just all there, that's awesome.

 

A downside though, is that there are more than a few bugs. They all seem to stem from the same fundamental issue, I think. Namely, if you switch from viewing the trees of one actor, then go to a different actor who doesn't have a tree (e.g. nil) for the same slot (1-3) that you were just viewing, it crashes. Similar for if you are viewing a tree and then switch to a different tree that doesn't go as deep, or isn't as filled with points. I haven't fully analyzed all the code, but I suspect that ditching the idea of remembering tree/skill position in the display, and always starting from the top, might help these issues.

 

Please don't think I'm trying to bash the script at all, I'm confident these kind of kinks can be worked through pretty easily, of course :)

 

A suggestion, that's fairly easy (I've actually done it locally): Instead of always reading the tree data from the module constants, create a lazy-loaded method in game_party that stores it in a local variable (originally loaded from the constant, but only once). Then, search/replace to have all code read from $game_party.trees_per_actor. This gives a clear and easy path to swap out skill trees at a later point in the game. In particular, I'm thinking perhaps a game item that serves as a "skill tree manual" to open a new tree, for instance... things like that.

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Update to v1.1a

To be honest really, don't bother to upgrade for a day. Depending on how long it will take me to finish the next to-do list, a new update could pop up tomorrow.

 

To-do list:

- Class instead of actor patch

- wifflefish's requirement problem

- tree switch glitches and bugs

Edited by Emerald

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Update to v1.1b

UPDATE TO THIS VERSION, SOME CRITICAL BUGS HAVE BEEN SOLVED

Hopefully, the first version without bugs, or at least without bugs regarding changing skill/trees...

 

To-do list:

- Class instead of actor patch

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First of all: I LOVE your script! :D When I looked at the script, at first I was like: "....... Oh god. I DON'T UNDERSTAND ANYTHING" But I just tried a few things and now I get it :3 kinda. Haha.

 

Buuut.. now I have a problem. Your examples are all okay, when you level up Test1 to level 3, Test2 is then available. I tried to make my own skills like that too, but my 2nd skill should be available at level 3 (max is 5) of my 1st skill. Oh god, sounds complicated. ... Wait, I'll just show you what I did xD

 

"Linh_tree_heal"  => ["skill_object", [187,188,189,190,191], [["points", 1]], [["points", 6]], [["points", 10]], [["points", 15]], [["points", 20]]],
"Linh_tree_cure" => ["skill_object", [192, 193, 194], [["points", 1], ["tree_skill_level", "Linh_tree_heal", 3]], [["points", 7]], [["points", 15]]]

 

like that! But the 2nd skill gets only available when my first skill is maxed. <_< Am I too stupid to figure out what I'm missing!?

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Sorry, fault on my part. Get the new 1.1c in the OP for the bugfix.

Also, kudos on understanding the script!! Still need to update the tutorial... x.x

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It'd be really nice to see a demo having around 10 skills used with an actor.

I'm trying to use this with 6 actors that have 4 trees to themselves each, (24 Trees)

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I for one think that a demo is very useless, since I won't be able to instruct like with a regular tutorial, that's why I haven't made one.

Also, as of now you can't assign more than 3 trees per actor. I'm sorry for that.

 

If you need help configuring the script, try to consult the instructions paragraph in the OP first. It's not fully completed yet, but I'll do my best.

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I for one think that a demo is very useless, since I won't be able to instruct like with a regular tutorial, that's why I haven't made one.

Also, as of now you can't assign more than 3 trees per actor. I'm sorry for that.

 

If you need help configuring the script, try to consult the instructions paragraph in the OP first. It's not fully completed yet, but I'll do my best.

 

Alright, no problem. I'll stick with using variables for those trees and make the skill trees for passive class skills.

It's good that you told me that, fixed a lot of problems with this on my part now.

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Am I just being stupid? I can't even get the script running, I get an error as soon as I tried to open the skill tree menu in game. At first I thought I understood (well, not understood, but at least followed) what the script was about, but this is a scripterror taking me to the scene_menu thing.

 

I thought this would be an excellent script to improve my non-combat project, by giving a passive skill tree to play about with; there's only one character and there'll be few skills so I thought I shouldn't be able to do anythin' to fuck it up, but here I am, greetin' in the rain again :(

 

Any advice? Would be a fantastic script to use if it can get working :)

 

Cheers

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I think there might be a problem with one of the requirements, the skill requirement. If I type, say, "skill", skill_id, where skill_id = ID of the skill you need to know in order to learn this one, i get an error on line 885 saying undefined method 'has_skill?' for Game_Actor.

I tried all the other requirements and they work just fine, except this one. Or maybe it's just me doing something wrong. I set up the skill like this: "test_skill" => ["skill_object", [301], [["points", 20], ["skill", 130]]]

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@Pixel: Are you using a custom menu system? That could screw up the menu part of the script.

 

@pinka: I'll look into it tomorrow or the day after, then I have time to check for all the errors/add-ons :)

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