treeObj.iconId()...@SomeFire Given the code above, would you have any insight into this?
Thanks a bunch btw! I wasn't expecting a solution so quickly. :kaothx:
$dataSkills[treeObj.lvls[index]].id if(this._actor.isLearnedSkill($dataSkills[treeObj.lvls[index]].id)){
this.drawIcon(treeObj.iconId(), x, y);
}else{
this.drawIconGray(treeObj.iconId(), x, y)
}lvls[0]if (skill.isAvailableToLearn(this._actor, this._tree))if (this._tree.skills[index].isAvailableToLearn(this._actor, this._tree)) { if (this._tree.skills[index].isAvailableToLearn(this._actor, this._tree) || this._actor.isLearnedSkill($dataSkills[treeObj.lvls[0]].id)) {
this.drawIcon(treeObj.iconId(), x, y);
} else {
this.drawIconGray(treeObj.iconId(), x, y)
}if (skill.isAvailableToLearn(this._actor, this._tree))if (this._tree.skills[index].isAvailableToLearn(this._actor, this._tree)) { if (this._tree.skills[index].isAvailableToLearn(this._actor, this._tree) || this._actor.isLearnedSkill($dataSkills[treeObj.lvls[0]].id)) {
this.drawIcon(treeObj.iconId(), x, y);
} else {
this.drawIconGray(treeObj.iconId(), x, y)
} if (treeObj.isEnabled(this._actor, this._tree)) {
this.drawIcon(treeObj.iconId(), x, y);
} else {
this.drawIconGray(treeObj.iconId(), x, y)
}Scene_SkillTrees.prototype.constructor = Scene_Menu;Scene_SkillTrees.prototype.constructor = Scene_SkillTrees;guard2 = skill('guard2', [2], [
[cost(1), switchReq(1)], // Requires switch 1 to be true.
], [
[changeVar(1, 2)] // On learn action, which increase the game variable 1 by 2.
]);SkillTreesSystem.resetSkillTree = function(actor, tree) {if (req.type === "points")
points += req.price;