Pretty simple. I want each of my characters to have a unique tree with three main branches, each containing different skills and focusing on different things.
Creating a skill tree
● ARCHIVED · READ-ONLY
-
-
Maybe Yanfly's Learn Skill Engine can help:
http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/learn-skill-engine/ -
Or, maybe something will a little more power and flexibility in creating actual "skill tree's" ;)
http://dekitarpg.wordpress.com/2014/03/29/d13x-skill-upgrade/ -
Bookmarked both for later. I've tried Emerald's skill tree, but it wasn't really what I was looking for xP
Thanks guys. -
No problem. My script does offer a large amount of control over the skill tree itself, and allows for each actor to have its own tree. But its really not friendly if you are hesitant with modifying script customization :p
Either way, hope you find something that suits your needs :) -
Issue here is, I'm pretty blind when it comes to scripting. I have a very, very faint grasp of general programming concepts, and that's about it. I'll give it a try though, I suppose.No problem. My script does offer a large amount of control over the skill tree itself, and allows for each actor to have its own tree. But its really not friendly if you are hesitant with modifying script customization :p
Either way, hope you find something that suits your needs :) -
if it helps (which it may not due to the vast quantity of scripts within) but there is a master demo on my blog with my skill upgrade script included - to give a demonstration of how it works. http://dekitarpg.wordpress.com/d13x-engine/ :)
-
I'll look into that as well. Thanks for the help.
-
no problem :)
-
Or you can try this:
http://forums.rpgmakerweb.com/index.php?/topic/29984-ability-system-10/
It doesn't have a graphical tree, but skill trees can be constructed with the conditions - and the abilities (while more work to setup) can do a lot more than simply giving skills. -
People seem to always run to scipting for this, however It's not needed.
You know how people make map teleport systems, well It's the same thing, just instead of locations on a map, you/the pointer is tranfered to a skill tree map, and you use a variable counter to keep track of your skill points.
Then what you need to do is turn on a switch at the start of a battle(plus record each char's lv), that triggers a common event after battle which checks each char's lv(use a second set of variables to record the char levels again), compare it to the each other lv variable tied to the characters, if greater, add points to X char's skill tree variable.