Skill Trees System

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Started by SomeFire 312 posts Page 16 of 16 View original ↗
  1. Hello! I have one question that was already asked in this topic but didn't receive actual response. How exactly can I make row choices for the skill tree, so when you select a skill, other skills in the same row become unable to learn unless you unlearn that talent?
    I have literally 0 code experience, so any help would be useful:)
  2. This skill system is perfect and exactly what I was looking for can't praise it enough, I was wondering, and am a bit of a dummy but. For scriptcalls can you pull a tree from the SkillTreesSystem.class2trees?

    Essentially there's an issue with the subclass system I think? I've found where the subclass will not have a skill tree attached to it if you set it with the Change class or set subclass notetags.

    So my fix was to simply manually do it through an event, but the scriptcalls I've been using don't seem to work //$gameActors.actor(8).addTree(SkillTreesSystem.class2trees.1);

    Not certain if it simply isn't possible to do unless it is part of the Other skill tree array!

    EDIT:
    I finally learned how to read, figured it out I have to add it to the end array! HAHA now I just have to figure out how to remove them.
  3. Doesnt work with MZ even with FOSSIL installed
  4. I have a very initial problem, I downloaded the files and activated the plugins all right. But every change I make trying to put trees for classes and actors, when I look inside the game it appears that they don't have any trees. I guess I just don't know where to put things within the code.

    1684030760585.png


    This is under "SkillTreesSystem.class2trees" and is for the 11st class: Warlock. I only made one skill for now just to test the plugin.

    1684030854281.png
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    I don't know if I made a mistake when coding the skill.
    1684030922279.png

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    This is what pops up for me even when I try to do it in another class.

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  5. Seems the error there is an extra 0 added at the beginning of your skill ID. Try this instead

    foretell = skill('fortell', [18], [
    [cost(1)]
    ]);
  6. Hey folks! I tried working on my skill tree again today and encountered a very strange error. Here is the paste for the error.

    YEP_CoreEngine.js:1098 TypeError: RPGMV database does not contain skill with ID [object Object]
    at Skill.clone (js/plugins/SkillTreesConfig.js:328:23)
    at js/plugins/SkillTreesConfig.js:422:40
    at Array.forEach (<anonymous>)
    at SkillTree.clone (js/plugins/SkillTreesConfig.js:420:21)
    at js/plugins/SkillTreesConfig.js:522:34
    at Array.forEach (<anonymous>)
    at SkillTrees.clone (js/plugins/SkillTreesConfig.js:521:20)
    at SkillTreesSystem.addClassTrees (js/plugins/SkillTreesSystem.js:1505:29)
    at Game_Actor.setup (js/plugins/SkillTreesSystem.js:1434:22)
    at Game_Actor.initialize (rpg_objects.js:3408:10)

    can anyone help me find the source of this error? As I haven't a clue what's causing it.

    EDIT: I managed to fix the problem. If anyone else receives this error, it is because you have missed a comma between your skill symbol and its skill ID. I have provided an example below;

    Incorrect:

    ElementalBreak = skill('ElementalBreak' [25], [
    [cost(1)]
    ]);

    correct:

    ElementalBreak = skill('ElementalBreak' [25], [
    [cost(1)]
    ]);
  7. Jarus0910 said:
    Seems the error there is an extra 0 added at the beginning of your skill ID. Try this instead

    foretell = skill('fortell', [18], [
    [cost(1)]
    ]);
    i tried. didn't work. But thanks man
  8. @ButterChin I think to get a good answer you should just attach your copy of SkillTreesConfig.js to a post so people can look at your entire setup.

    Removing the 0 from the skill ID was correct advice. If you press F12 during the game and go to the Console tab, are there any errors?
  9. ATT_Turan said:
    @ButterChin I think to get a good answer you should just attach your copy of SkillTreesConfig.js to a post so people can look at your entire setup.

    Removing the 0 from the skill ID was correct advice. If you press F12 during the game and go to the Console tab, are there any errors?
    opening the console told me where the error was, so I tried to correct it and went on to the next error until no more errors appeared on the console. But when I tried the game without the errors, it crashed
    1684637688380.png

    here is my SkillTreesConfig.js
  10. One thing that looks problematic to me is you have empty hash table entries. If you don't have skill trees set up for some classes, you shouldn't leave some incomplete data in there, delete the entries in class2trees for classes 1-5.

    Same thing for actor2trees, if you don't want to assign trees to any actors just delete the entries.

    Why are you trying to give the same tree from the class and the actor? Is that intentional?

    Aside from that...I think you must have changed some other part of the file. I started with a fresh copy of the config file, added in your changes one at a time, and checked after each step. It works fine for me.
  11. ATT_Turan said:
    One thing that looks problematic to me is you have empty hash table entries. If you don't have skill trees set up for some classes, you shouldn't leave some incomplete data in there, delete the entries in class2trees for classes 1-5.

    Same thing for actor2trees, if you don't want to assign trees to any actors just delete the entries.

    Why are you trying to give the same tree from the class and the actor? Is that intentional?

    Aside from that...I think you must have changed some other part of the file. I started with a fresh copy of the config file, added in your changes one at a time, and checked after each step. It works fine for me.
    the thing about me having indexed the same skill tree to the class and the actor is: I was desperate testing everything. I did what you said to remove the things I wasn't going to use. And it's so simple that it worked

    1684643852114.png

    thank you very much man, have a nice day, week, year
  12. I've got this implemented and it works a charm; thanks.

    Just a couple of minor things, though:

    1. When I invoke it from my main menu, it seems to close the main menu scene rather than layering on top as is the case with other menu windows, and then reopening it once more to return when done. This is a little jarring and noticeable for the player; any way to have it follow the default behaviour?

    2. When I start the game, characters have 1 basic skill learned which I give them via the database, which is the first skill in the skill-tree, but the tree doesn't acknowledge that.
    ~ So I'm guessing there is no way for it to force scan to see what is already learned, and instead, I'd just have to run a game start common event to drop those skills on those characters instead of using the database, is that right? Or am I being a dumbass and there is a way?