Emerald 42 Posted July 5, 2012 Sorry guys, forgot to mention updated to v1.1d!! Share this post Link to post Share on other sites
pinka 7 Posted July 5, 2012 Works perfectly now! Thanks! One more question. Is there a way to show the requirements for each skill somewhere in the window? Share this post Link to post Share on other sites
Pixel Brady 4 Posted July 5, 2012 (edited) I am using a one-actor menu script, I didn't think that'd cause a problem. I'll give it a shot without that script and see if I can get it working and will let you know how it goes. Cheers. Unfortunately, the one-actor status menu doesn't seem to be the problem Edited July 5, 2012 by Pixel Brady Share this post Link to post Share on other sites
Pixel Brady 4 Posted July 5, 2012 (edited) EDIT: oops, forum lied to me and double posted D: Edited July 5, 2012 by Pixel Brady Share this post Link to post Share on other sites
Emerald 42 Posted July 9, 2012 @Pixel: Try to recopy the script in the OP. If it doesn't work, give me a list of all the extra scripts your using. @pinka: I'm afraid not. I haven't implemented that in the standard info screen, sorry Share this post Link to post Share on other sites
pinka 7 Posted July 9, 2012 (edited) I see. But looks like i found 2 bugs more. If you have more than one character and he learns some skill, then you switch tree with another char, you will see that any skill learned by that char is learned by the other one instead. Then, if I set up a skill object which has skill requirement, it doesn't work. Even if you learn the required skill, the one linked to it won't be available. For example, a skill set up like this: "Test_skill" => ["skill_object", [177], [["points", 4], ["level",">=", 10], ["skill", 176]]], Points and level requirement work, while skill doesn't. Edited July 12, 2012 by pinka Share this post Link to post Share on other sites
pinka 7 Posted July 19, 2012 Could you fix the problem with the skill requirement please? I really want to use this script in my project. Share this post Link to post Share on other sites
frogman210 0 Posted July 25, 2012 having an error on like 612 or 622. guess i need to customize it some more before it works thansk though looks like a great script! Share this post Link to post Share on other sites
Emerald 42 Posted July 27, 2012 (edited) Yeah, you should configure it. I deleted some skills when I started creating the tutorial, and haven't remade those while their identifiers are still in the trees. Sorry :| EDIT Update to v1.1e Fixed the requirements bug, changed something regarding the scene start, and semi-fixed the standard config. The standard config shouldn't give you bug anymore, however it has become a little bit useless. Edited July 27, 2012 by Emerald Share this post Link to post Share on other sites
pinka 7 Posted July 30, 2012 Requirements work perfectly now. There's still a problem. When you select an actor in the skill tree scene, then you switch actor with Q button, and you learn a skill, the skill will be learned by the previous actor and not the current one. Share this post Link to post Share on other sites
Emerald 42 Posted August 7, 2012 (edited) @pinka: I can't seem to reproduce your problem. Could you update to the next version, try again and if you still get the same problem send me your config? Update to v1.2a!! Updated the structure of all the methods in Game_Actor, removing several bugs in the process (method errors with skill tree resets and errors with skills which only have 1 level) Also added different ways to learn tree skills, changeable with the variable LEARN_MODE LEARN_MODE explanation There are tree options for learn mode 0: Skills in a single tree can only be learned by putting points in that same skill in the same tree. They are usable however if you've learned them in a different way. 1: Skills in a single tree can be learned by putting points in the same skill in any tree. They are usable however if you've learned them in a different way. 2: Skills can be learned by just.... learning them. In other words, you can learn those skills in the skill trees just by using the learn_skill method. Edited August 7, 2012 by Emerald Share this post Link to post Share on other sites
pinka 7 Posted August 8, 2012 I tried to update to the latest version of the script, but the problem is still there. What do you mean by config? But maybe i wasn't able to explain myself at best. I'll try again. Try having 3 actors, then you enter the tree scene, switch between them by pressing Q and W buttons, then try learning some skill. You will probably notice that SP are spent only by the first actor and he learns skills from other actors trees as well. I'm not an expert nor a scripter, but i suspect there's some problem with determining which actor belongs to which tree while switching between them in the scene. Share this post Link to post Share on other sites
Emerald 42 Posted August 8, 2012 (edited) module EME module SKILL_TREES #---------------------------------------------------------------------------- # SECTION 1 / STANDARD MODULE CONSTANTS #---------------------------------------------------------------------------- USE_MENU_COMMAND = true MENU_VOCAB = "Skill Trees" FIRST_SELECT_ACTOR = true TREE_POINTS_VOCAB = "SP" MP_COST_VOCAB = "MP Cost" CURRENT_TREE_POINTS_VOCAB = "SP in " SKILL_LEVEL_VOCAB ="Skill Level" REQUIREMENTS_VOCAB = "Requirements" LEVEL_DISPLAY_TYPE = 1 TABLE_TREE_POINTS = false INDIVIDUAL_LEVEL_POINTS = false TREE_POINTS_PER_LEVEL = 2 REMOVE_POINTS_ON_LEVEL_DOWN = true LEARN_MODE = 1 #---------------------------------------------------------------------------- # SECTION 2 / TREE_POINTS_TABLE #---------------------------------------------------------------------------- Tree_Points_Table = { 0 => [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], 1 => [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3] } #---------------------------------------------------------------------------- # SECTION 3 / OBJECTS #---------------------------------------------------------------------------- Objects = { # Arrow Objects "arrow_down_begin" => ["arrow_object", 18, "test_skill_1"], "arrow_down_end" => ["arrow_object", 18, "test_skill_1"], :example_arrow => ["arrow_object", 18, "pizza_skill"], # Skill Objects "ubar_skill" => ["skill_object", [1], [["points", 1]]], "pizza_skill" => ["skill_object", [2, 3, 4], [["points", 1]]], "test_skill_1" => ["skill_object", [26], [["points", 1]]], "test_skill_2" => ["skill_object", [27, 28], [["points", 1]], [["points", 1]]], } #---------------------------------------------------------------------------- # SECTION 4 / TREES #---------------------------------------------------------------------------- Trees = { "test_tree" => ["test_skill_1" , "test_skill_2", nil, nil, nil, nil, nil], "ubar_tree" => ["test_skill_1", "arrow_down_begin", "arrow_down_end", nil, nil, nil, nil], "cute_tree"=> ["test_skill_1" , nil, nil, nil, nil, nil, nil, nil, "arrow_down_begin", nil, nil, nil, nil, nil, nil, nil, "arrow_down_end" , nil, nil, nil, nil] } #---------------------------------------------------------------------------- # SECTION 5 / TREES PER ACTOR #---------------------------------------------------------------------------- Trees_Per_Actor = { 1 => ["test_tree", "cute_tree", nil, "Ubar Tree", "POWAR", ""], 2 => [nil, "test_tree", nil, "", "Ubar Tree 2", ""] } end end ^ That's the config (all things which the player can change to their likings/to use the script) I'll attempt to recreate the error again, but could you post your config just in case? EDIT Found a typo in the latest update, next update (coming today probably) will include a fix. Since it's small, if you don't want to wait just remove the est_ in @est_non_tree_skills at the location of the error. Also found a bug regarding leveling skills with LEARN_MODE 1 and 2, currently fixing it. Edited August 8, 2012 by Emerald Share this post Link to post Share on other sites
pinka 7 Posted August 8, 2012 This is my config but i don't know how to put this in spoiler. So please forgive me. module EME module SKILL_TREES #---------------------------------------------------------------------------- # SECTION 1 / STANDARD MODULE CONSTANTS #---------------------------------------------------------------------------- USE_MENU_COMMAND = true MENU_VOCAB = "Apprendi" FIRST_SELECT_ACTOR = true TREE_POINTS_VOCAB = "SP" MP_COST_VOCAB = "MP Cost" CURRENT_TREE_POINTS_VOCAB = "SP in " SKILL_LEVEL_VOCAB ="Skill Level" REQUIREMENTS_VOCAB = "Requisiti" LEVEL_DISPLAY_TYPE = 1 TABLE_TREE_POINTS = false INDIVIDUAL_LEVEL_POINTS = false TREE_POINTS_PER_LEVEL = 2 REMOVE_POINTS_ON_LEVEL_DOWN = true LEARN_MODE = 1 #---------------------------------------------------------------------------- # SECTION 2 / TREE_POINTS_TABLE #---------------------------------------------------------------------------- Tree_Points_Table = { 0 => [2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2], 1 => [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3] } #---------------------------------------------------------------------------- # SECTION 3 / OBJECTS #---------------------------------------------------------------------------- Objects = { # Arrow Objects "arrow_down_begin" => ["arrow_object", 5663], "arrow_down_end" => ["arrow_object", 5679], "arrow_down_dx" => ["arrow_object", 5647], "arrow_down_sx" => ["arrow_object", 5629], "arrow_down_cn" => ["arrow_object", 5755], "arrow_dx_begin" => ["arrow_object", 5694], "arrow_dx_end" => ["arrow_object", 5695], # Skill Objects "Fire" => ["skill_object", [128], [["points", 4]]], "Fira" => ["skill_object", [129], [["points", 5], ["level",">=", 10], ["skill", 128]]], "Firaga" => ["skill_object", [130], [["points", 6], ["level",">=", 15], ["skill", 129]]], "Firaja" => ["skill_object", [131], [["points", 7], ["level",">=", 20], ["skill", 130]]], "Thunder" => ["skill_object", [132], [["points", 4]]], "Thundara" => ["skill_object", [133], [["points", 5], ["level",">=", 10], ["skill", 132]]], "Thundaga" => ["skill_object", [134], [["points", 6], ["level",">=", 15], ["skill", 133]]], "Thundaja" => ["skill_object", [135], [["points", 7], ["level",">=", 20], ["skill", 134]]], "Blizzard" => ["skill_object", [136], [["points", 4]]], "Blizzara" => ["skill_object", [137], [["points", 5], ["level",">=", 10], ["skill", 136]]], "Blizzaga" => ["skill_object", [138], [["points", 6], ["level",">=", 15], ["skill", 137]]], "Blizzaja" => ["skill_object", [139], [["points", 7], ["level",">=", 20], ["skill", 138]]], "MPRegen" => ["skill_object", [140], [["points", 10]]], "MPRegen+" => ["skill_object", [141], [["points", 20], ["skill", 140]]], "ScudoMent" => ["skill_object", [142], [["points", 10]]], "Reflex" => ["skill_object", [143], [["points", 20], ["level",">=",10]]], "Reflex+" => ["skill_object", [144], [["points", 20], ["skill", 143]]], "ScudoElem" => ["skill_object", [296], [["points", 15], ["level",">=", 5]]], "ManaPool" => ["skill_object", [145], [["points", 15], ["level",">=", 10]]], "Evoca" => ["skill_object", [310], [["points", 4], ["switch", 199, true]]], "Spruzzo" => ["skill_object", [176], [["points", 4]]], "ToccoS" => ["skill_object", [177], [["points", 4], ["level",">=", 10], ["skill", 176]]], "Cascata" => ["skill_object", [178], [["points", 4], ["level",">=", 20], ["skill", 177]]], "Soffio" => ["skill_object", [179], [["points", 4]]], "Brezza" => ["skill_object", [180], [["points", 5], ["level",">=", 10], ["skill", 179]]], "Tornado" => ["skill_object", [181], [["points", 6], ["level",">=", 20], ["skill", 180]]], "Sassata" => ["skill_object", [182], [["points", 4]]], "Tremore" => ["skill_object", [183], [["points", 5], ["level",">=", 10], ["skill", 182]]], "Terremoto" => ["skill_object", [184], [["points", 6], ["level",">=", 20], ["skill", 183]]], "BrezzaM" => ["skill_object", [185], [["points", 6], ["level",">=", 20], ["skill", 184], ["skill", 178]]], "PioggiaM" => ["skill_object", [186], [["points", 6], ["level",">=", 20], ["skill", 184], ["skill", 181]]], "BenTerra" => ["skill_object", [187], [["points", 7]]], "BenVento" => ["skill_object", [188], [["points", 7]]], "BenAcqua" => ["skill_object", [189], [["points", 7]]], "PreTerra" => ["skill_object", [190], [["points", 5]]], "PreAcqua" => ["skill_object", [191], [["points", 5]]], "PreVento" => ["skill_object", [192], [["points", 5]]], "Risveglio" => ["skill_object", [25], [["points", 5], ["skill", 34]]], "Cure" => ["skill_object", [26], [["points", 4]]], "Cura" => ["skill_object", [27], [["points", 10], ["skill", 26]]], "Curaga" => ["skill_object", [28], [["points", 16], ["skill", 27]]], "Curaja" => ["skill_object", [29], [["points", 17], ["skill", 28]]], "Esna" => ["skill_object", [30], [["points", 5], ["level",">=", 10]]], "Esnaga" => ["skill_object", [31], [["points", 6], ["skill", 30]]], "Reiz" => ["skill_object", [33], [["points", 5], ["level",">=", 20]]], "Areiz" => ["skill_object", [34], [["points", 5], ["skill", 33]]], "Areizaja" => ["skill_object", [159], [["points", 30], ["skill", 34], ["skill", 29]]], "Dispel" => ["skill_object", [96], [["points", 30]]], "Dispega" => ["skill_object", [97], [["points", 20], ["skill", 96]]], "Barriera" => ["skill_object", [32], [["points", 10], ["skill", 97], ["skill", 31]]], "Arm.Leg" => ["skill_object", [305], [["points", 10]]], "Arm.Pes" => ["skill_object", [306], [["points", 10]]], "Vest.Mag" => ["skill_object", [307], [["points", 10]]], "Scd.Pes" => ["skill_object", [308], [["points", 10]]], "Scd.Leg" => ["skill_object", [309], [["points", 10]]], "Ascia" => ["skill_object", [288], [["points", 10]]], "Lancia" => ["skill_object", [289], [["points", 10]]], "Katana" => ["skill_object", [290], [["points", 10]]], "Arco" => ["skill_object", [291], [["points", 10]]], "Martello" => ["skill_object", [292], [["points", 10]]], "HP+" => ["skill_object", [297], [["points", 20], ["level",">=", 12]]], "MP+" => ["skill_object", [298], [["points", 20], ["level",">=", 11]]], "ATK+" => ["skill_object", [299], [["points", 20], ["level",">=", 10]]], "DEF+" => ["skill_object", [300], [["points", 20], ["level",">=", 10]]], "MDF+" => ["skill_object", [301], [["points", 20], ["level",">=", 10]]], "AGI+" => ["skill_object", [302], [["points", 20], ["level",">=", 10]]], "MAT+" => ["skill_object", [303], [["points", 20], ["level",">=", 10]]], "LUK+" => ["skill_object", [304], [["points", 20], ["level",">=", 10]]], "Berserker" => ["skill_object", [146], [["points", 4]]], "Shout" => ["skill_object", [147], [["points", 5]]], "IncitareRab" => ["skill_object", [148], [["points", 6]]], "Cantsee" => ["skill_object", [149], [["points", 7]]], "Colp.Mirato" => ["skill_object", [150], [["points", 4]]], "Falciata" => ["skill_object", [151], [["points", 5], ["skill", 150]]], "Mulinello" => ["skill_object", [152], [["points", 6], ["skill", 151]]], "MulinelloII" => ["skill_object", [153], [["points", 7], ["skill", 152]]], "2Atk" => ["skill_object", [154], [["points", 5]]], "3Atk" => ["skill_object", [155], [["points", 6], ["skill", 154]]], "2Ass" => ["skill_object", [156], [["points", 7], ["skill", 155]]], "3Ass" => ["skill_object", [157], [["points", 8], ["skill", 156]]], "Girandola" => ["skill_object", [160], [["points", 8], ["skill", 157], ["skill", 153]]], "Sferzata" => ["skill_object", [171], [["points", 4]]], "2Sferzata" => ["skill_object", [172], [["points", 5], ["skill", 171]]], "Carica" => ["skill_object", [173], [["points", 4]]], "CarMult" => ["skill_object", [174], [["points", 5], ["skill", 173]]], "CarPowa" => ["skill_object", [175], [["points", 6], ["skill", 174], ["skill", 172]]], "F.ATK" => ["skill_object", [161], [["points", 10]]], "F.ATK+" => ["skill_object", [162], [["points", 10], ["skill", 161]]], "F.DEF" => ["skill_object", [163], [["points", 10]]], "F.DEF+" => ["skill_object", [164], [["points", 10], ["skill", 163]]], "F.INV" => ["skill_object", [165], [["points", 5], ["skill", 164], ["skill", 162]]], "F.INV+" => ["skill_object", [166], [["points", 10], ["skill", 165]]], "SerFed" => ["skill_object", [167], [["points", 5]]], "SupGuard" => ["skill_object", [168], [["points", 10]]], "MaxDef" => ["skill_object", [169], [["points", 5], ["skill", 168]]], "Abneg" => ["skill_object", [170], [["points", 10], ["skill", 169], ["skill", 167]]], "LamaVel" => ["skill_object", [117], [["points", 2]]], "CortFum" => ["skill_object", [119], [["points", 2]]], "PolvPar" => ["skill_object", [118], [["points", 2]]], "RaffLame" => ["skill_object", [113], [["points", 5]]], "RaffMulti" => ["skill_object", [114], [["points", 10], ["skill", 113]]], "ColpScorr" => ["skill_object", [109], [["points", 5]]], "ColpScorr+" => ["skill_object", [110], [["points", 10], ["skill", 109]]], "ColpMir" => ["skill_object", [111], [["points", 5]]], "ColpMir+" => ["skill_object", [112], [["points", 10], ["skill", 111]]], "LameInfa" => ["skill_object", [115], [["points", 5]]], "LameInfa+" => ["skill_object", [116], [["points", 10], ["skill", 115]]], "Celerità " => ["skill_object", [107], [["points", 4]]], "Celerità +" => ["skill_object", [108], [["points", 5], ["skill", 107]]], "Svanire" => ["skill_object", [120], [["points", 5]]], } #---------------------------------------------------------------------------- # SECTION 4 / TREES #---------------------------------------------------------------------------- Trees = { "mago_tree" => ["Fire", nil,"Thunder", nil, "Blizzard", nil, nil, "arrow_down_begin", nil,"arrow_down_begin", nil, "arrow_down_begin", nil, nil, "arrow_down_end", nil,"arrow_down_end", nil, "arrow_down_end", nil, nil, "Fira", nil,"Thundara", nil,"Blizzara", nil, nil, "arrow_down_begin", nil,"arrow_down_begin", nil, "arrow_down_begin", nil, nil, "arrow_down_end", nil,"arrow_down_end", nil, "arrow_down_end", nil, nil, "Firaga", nil,"Thundaga", nil, "Blizzaga", nil, nil, "arrow_down_begin", nil,"arrow_down_begin", nil, "arrow_down_begin", nil, nil, "arrow_down_end", nil,"arrow_down_end", nil, "arrow_down_end", nil, nil, "Firaja", nil,"Thundaja", nil, "Blizzaja", nil, nil, nil, nil, nil, nil, "MPRegen", nil, nil, "MP+", nil, nil, nil, "arrow_down_begin", nil, "ManaPool", "MAT+", nil, nil, nil, "arrow_down_end", nil, "Evoca", "MDF+", nil, nil, nil, "MPRegen+", nil, "ScudoElem"], "sham_tree" => ["Spruzzo", nil,"Soffio", nil, "Sassata", nil, nil, "arrow_down_begin", nil,"arrow_down_begin", nil, "arrow_down_begin", nil, nil, "arrow_down_end", nil,"arrow_down_end", nil, "arrow_down_end", nil, nil, "ToccoS", nil,"Brezza", nil, "Tremore", nil, nil, "arrow_down_begin", nil,"arrow_down_begin", nil, "arrow_down_begin", nil, nil, "arrow_down_end", nil,"arrow_down_end", nil, "arrow_down_end", nil, nil, "Cascata", nil,"Tornado", nil, "Terremoto", nil, nil, "arrow_down_dx", nil,"arrow_down_cn", nil, "arrow_down_sx", nil, nil, nil, "BrezzaM",nil, "PioggiaM", nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, "DEF+", nil, nil, "PreTerra", nil, nil, "BenTerra", nil, nil, nil, nil, nil, nil, nil, "AGI+", nil, nil, "PreVento", nil, nil, "BenVento", nil, nil, nil, nil, nil, nil, nil, "MP+", nil, nil, "PreAcqua", nil, nil, "BenAcqua"], "heal_tree" => ["Cure", nil, "Esna", nil, "Dispel", nil, nil, "arrow_down_begin", nil,"arrow_down_begin", nil,"arrow_down_begin", nil, nil, "arrow_down_end", nil, "arrow_down_end", nil, "arrow_down_end", nil, nil, "Cura", nil, "Esnaga", nil, "Dispega", nil, nil, "arrow_down_begin", nil, "arrow_down_dx", nil, "arrow_down_sx", nil, nil, "arrow_down_end", nil, nil,"Barriera", nil, nil, nil, "Curaga", nil, "Reiz", nil, nil, nil, nil, "arrow_down_begin", nil,"arrow_down_begin", nil, nil, nil, nil, "arrow_down_end", nil, "arrow_down_end", nil, nil, nil,"Arm.Leg", "Curaja", nil, "Areiz", nil, nil, nil, nil, "arrow_down_dx", nil, "arrow_down_cn", nil, nil, nil, "Arm.Pes", nil, "Areizaja", nil, "Risveglio", nil, nil, nil, "MP+", nil, nil, nil, nil, nil,"Scd.Pes", "MDF+", nil, nil, nil, nil, nil, nil, "AGI+", nil, nil, nil, nil, nil,"Scd.Leg"], "war_tree" => ["Colp.Mirato", nil, "2Atk", nil, "Berserker", nil, "Ascia", "arrow_down_begin", nil,"arrow_down_begin", nil, nil, nil, nil, "arrow_down_end", nil, "arrow_down_end", nil, "Shout", nil, "Lancia", "Falciata", nil, "3Atk", nil, nil, nil, nil, "arrow_down_begin", nil,"arrow_down_begin", nil,"IncitareRab", nil, "Katana", "arrow_down_end", nil, "arrow_down_end", nil, nil, nil, nil, "Mulinello", nil, "2Ass", nil, "Cantsee", nil, "Arco", "arrow_down_begin", nil,"arrow_down_begin", nil, nil, nil, nil, "arrow_down_end", nil, "arrow_down_end", nil, nil, nil,"Martello", "MulinelloII", nil, "3Ass", nil, nil, nil, nil, "arrow_down_dx", nil, "arrow_down_sx", nil, nil, nil, nil, nil, "Girandola", nil, nil, nil, nil, nil, "AGI+", nil, nil, nil, nil, nil, nil, "ATK+", nil, nil, nil, nil, nil, nil, "DEF+", nil, nil, nil, nil, nil, nil], "ladro_tree" => ["LameInfa", nil, "RaffLame", nil, "CortFum", nil, "LamaVel", "arrow_down_begin",nil,"arrow_down_begin", nil, nil, "PolvPar", nil, "arrow_down_end", nil, "arrow_down_end", nil, nil, nil, nil, "LameInfa+", nil, "RaffMulti", nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, "Svanire", nil, nil, nil, nil, nil, nil, nil, "ColpMir", nil, "ColpScorr", nil, nil, nil, nil, "arrow_down_begin", nil,"arrow_down_begin", nil, nil, nil, nil, "arrow_down_end", nil, "arrow_down_end", nil, nil, nil, nil, "ColpMir+", nil, "ColpScorr+", nil, nil, nil, nil, nil, nil, nil, nil, "Celerità ", nil, nil, nil, nil, nil, nil, "arrow_down_begin", nil, nil, "AGI+", nil, nil, nil, "arrow_down_end", nil, nil, "ATK+", nil, nil, nil, "Celerità +", nil, nil, "LUK+", nil, nil, nil, nil, nil, nil], "cav_tree" => ["Sferzata", nil, "Carica", nil, nil, nil, "SupGuard", "arrow_down_begin", nil,"arrow_down_begin", nil, nil, nil, "arrow_down_begin", "arrow_down_end", nil, "arrow_down_end", nil, nil, nil, "arrow_down_end", "2Sferzata", nil, "CarMult", nil, "SerFed", nil, "MaxDef", "arrow_down_dx", nil, "arrow_down_sx", nil, "arrow_down_dx", nil, "arrow_down_sx", nil, "CarPowa", nil, nil, nil, "Abneg", nil, nil, nil, nil, nil, nil, nil, nil, "F.ATK", nil, "F.DEF", nil, nil, nil, nil, "arrow_down_begin", nil,"arrow_down_begin", nil, nil, nil, nil, "arrow_down_end", nil, "arrow_down_end", nil, nil, nil, nil, "F.ATK+", nil, "F.DEF+", nil, nil, nil, nil, "arrow_down_dx", nil, "arrow_down_sx", nil, nil, nil, nil, nil, "F.INV", nil, nil, nil, nil, nil, nil, "arrow_down_begin", nil, nil, nil, nil, nil, nil, "arrow_down_end", nil, nil, nil, nil, nil, nil, "F.INV+", nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, nil, "HP+", nil, nil, nil, nil, nil, nil, "ATK+", nil, nil, nil, nil, nil, nil, "DEF+", nil, nil, nil, nil, nil, nil] } #---------------------------------------------------------------------------- # SECTION 5 / TREES PER ACTOR #---------------------------------------------------------------------------- Trees_Per_Actor = { 5 => ["sham_tree", nil, nil, "Arte Shamanica", "", ""], 4 => ["mago_tree", nil, nil, "Arte Elementale", "", ""], 2 => ["heal_tree", nil, nil, "Arte Curativa", "", ""], 6 => ["war_tree", nil, nil, "Arte Guerriera", "", ""], 11 => ["ladro_tree", nil, nil, "Arte Furtiva", "", ""], 1 => ["cav_tree", nil, nil, "Arte Cavalleresca", "", ""] } end end Share this post Link to post Share on other sites
fgfgfdg 0 Posted August 8, 2012 (edited) How about trees based on classes, Mind making a video of how to edit it, this seems like a very advanced script. I'm learning the process slowly. Edit : Thats what I get for not reading on, lol . I see it now. I'm still confused bebcause their is alot on the script thats not explained in the tutorial Edited August 8, 2012 by fgfgfdg Share this post Link to post Share on other sites
Emerald 42 Posted August 8, 2012 (edited) Trees based on classes is a very difficult thing to pull off, since practically everything in this script is actor based. Even if it appears it isn't that hard to edit after all, there are many spots in the script where something has to do with actors, making it time consuming to find all locations where I have to change it to look at the classes. This is the main reason why I haven't made an add-on yet and prioritize bug fixing above the add-on. Also, I'm sorry for the short tutorial. I have been doing a lot of other stuff lately, making me accidentally neglect the community and everything I have posted here. However, I'll try tonight (at least, atm it's tonight here) to do as much as I can for this script. @pinka: thanks!! I still haven't able to reproduce the problem. I'll check your config to see if there's anything there that could cause the problem. Also, regarding spoilers, use [spoiler*][/spoiler*] for that (remove the asterisks)\ EDIT Updated to v1.2b!! The issues that I talked about in an earlier post have been resolved. Issue of Pinka, however, is still there! EDIT on my EDIT Finally recreated Pinka's issue. Had nothing to do with the config. However, I believe that as of now it is only triggered when you press Q immediately. Fixing it right now. EDIT on my EDIT on my EDIT Updated to v1.2c!! Pinka's issue has been fixed. Also fixed a bug regarding the activation of the windows when switching between actors. Edited August 8, 2012 by Emerald Share this post Link to post Share on other sites
pinka 7 Posted August 9, 2012 Thanks it works like a charm now Share this post Link to post Share on other sites
Emerald 42 Posted August 9, 2012 @pinka: good to hear! ^^ Update to v1.3 Added an option to give actor trees based on their class ID instead of actor ID. Use the variable ACTOR_OR_CLASSES. When 0, you're using actor IDs (standard value) when 1, you're using class IDs. The 0 => ... set in Trees_Per_Actor is still used if the class ID isn't within the table. Last, I've removed many sections from the OP due to stupid BB Code problems when I was updating the post. Only everything up to the script is included. Share this post Link to post Share on other sites
Ish 0 Posted August 26, 2012 When I try to play with it It says there is a syntax error in line 774 Great job, I can´t wait to try it! Share this post Link to post Share on other sites
thepsynergist 0 Posted September 24, 2012 With your latest script, I've been unable to even start it. I get a syntax error at line 357, stating "unexpected tINTEGER, expecting ']' ["level", "!="99]], [["points", 5], ["tree_sk... I'm using the following scripts: # ** -Menu # â— N.A.S.T.Y. Animated Main Menu - By: Nelderson # â— Ace Menu Engine - By: Yanfly # ** -Title # â— HK VS Animated Title - By: Hanzo Kimura # ** -Graphical Effects # â— Khas Awesome Light Effects - By: Khas Arcthunder # ** -Systems # â— Alchemic Synthesis - By: Kread EX # â— Music Box - By: Moghunter # â— Save/Load Menus and Loading Bar - By: Moghunter # â— Tactics Orge Crafting System - By: Mr. Bubble Any idea what I can do to fix this issue? I'd love to be able to use your script. Share this post Link to post Share on other sites
Emerald 42 Posted October 9, 2012 (edited) It should be ["level", "!=", 99] @Ish: I know it's kinda late but.... Still have the problem? If yes, can you send me a full copy of the error, please? Edited October 9, 2012 by Emerald Share this post Link to post Share on other sites
pinka 7 Posted October 24, 2012 I've been playing around with this script for a while, still I miss the requirements info window for the player to know how and when he will be able to acquire the skills. I cannot script myself, so could you please at least make it so that required level, if present, required skill points and required skill, if present, show up automatically? Share this post Link to post Share on other sites
Emerald 42 Posted October 24, 2012 Haha, sorry, totally forgot about the requirements window ^^' I'll try to come up with something in the next few days or so. Share this post Link to post Share on other sites
Emerald 42 Posted October 25, 2012 (edited) EDIT UPDATE 2 of 2 Bugfixes for the standard config Bugfixes for switching between windows and actors Standard info window now displays requirements For the information on the requirements in the standard info window, see the bottom of the instructions!! Edited October 25, 2012 by Emerald Share this post Link to post Share on other sites
pinka 7 Posted October 27, 2012 You made a wonderful job as always! Thanks for the quick update! Share this post Link to post Share on other sites