Skill Trees System

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Started by SomeFire 312 posts Page 3 of 16 View original ↗
  1. Visually this is exactly what I wanted, holey moley. I'll be testing this when I get home!

    Hopefully this works with requiring variables to be a certain amount, and/or usages of previous skills :kaoswt2:
  2. I started up the latest version of the demo, and was greeted with this error upon opening the main menu:

    Bug Report
    upload_2019-1-5_22-42-11.png
  3. Tried deploying the default demo and YEP integration on android, came up with this error.
    Bug Report
    TypeError Failed to execute 'getImageData' on 'CanvasRenderingContext2D': The provided double value is non-finite.
  4. @ThePotatoOfFire, what is your RPGMV version? It should be 1.6+. Also, Skill Trees plugin should be placed below YEP plugins in plugin manager.

    @MyoGaming, can you get the stacktrace?
  5. SomeFire said:
    @ThePotatoOfFire, what is your RPGMV version? It should be 1.6+. Also, Skill Trees plugin should be placed below YEP plugins in plugin manager.

    @MyoGaming, can you get the stacktrace?

    Hopefully this is what you're looking for.
    By the way I'm loving the plugin, it works great on PC! :D

    stacktrace
    2019-02-13 23:21:44.727 3875-3875/? I/chromium: [INFO:CONSOLE(1949)] "TypeError: Failed to execute 'getImageData' on 'CanvasRenderingContext2D': The provided double value is non-finite.
    at TypeError (native)
    at Bitmap.getPixel (file:///android_asset/www/js/rpg_core.js:1197:30)
    at Description_Window.Window_Base.textColor (file:///android_asset/www/js/rpg_windows.js:176:28)
    at Description_Window.drawRequirements (file:///android_asset/www/js/plugins/SkillTreesSystem.js:834:22)
    at Description_Window.refresh (file:///android_asset/www/js/plugins/SkillTreesSystem.js:784:22)
    at Description_Window.showDescripion (file:///android_asset/www/js/plugins/SkillTreesSystem.js:740:10)
    at Skills_Window.select (file:///android_asset/www/js/plugins/SkillTreesSystem.js:543:33)
    at Skills_Window.selectLast (file:///android_asset/www/js/plugins/SkillTreesSystem.js:565:10)
    at Scene_Menu.Scene_SkillTrees.onTreeOk (file:///android_asset/www/js/plugins/SkillTreesSystem.js:258:24)
    at Trees_Window.Window_Selectable.callHandler (file:///android_asset/www/js/rpg_windows.js:902:31)", source: file:///android_asset/www/js/rpg_managers.js (1949)
  6. @MyoGaming, sorry, it tooks too long for me to handle with android, but I succesfully launched the demo. I used AltimitSystems mv-android-client, demo didn't started on emulator (just hangs with gray screen), but works normally on my phone in USB-debug mode. I got no errors on my phone.

    I suppose, it is android project or emulator/phone issue. Did you tried different android devices?

    Also, try latest demo (I see difference in the stacktrace and the code). If it doesn't help - try to change code in SkillTreesSystem.js
    Code:
    Description_Window.prototype.drawRequirements = function(reqs, y) {
        var color = this.textColor();
    to
    Code:
    Description_Window.prototype.drawRequirements = function(reqs, y) {
        var color = this.textColor(0);
  7. SomeFire said:
    @MyoGaming, sorry, it tooks too long for me to handle with android, but I succesfully launched the demo. I used AltimitSystems mv-android-client, demo didn't started on emulator (just hangs with gray screen), but works normally on my phone in USB-debug mode. I got no errors on my phone.

    I suppose, it is android project or emulator/phone issue. Did you tried different android devices?

    Also, try latest demo (I see difference in the stacktrace and the code). If it doesn't help - try to change code in SkillTreesSystem.js
    Code:
    Description_Window.prototype.drawRequirements = function(reqs, y) {
        var color = this.textColor();
    to
    Code:
    Description_Window.prototype.drawRequirements = function(reqs, y) {
        var color = this.textColor(0);

    Sorry for late response, but changing the code worked thank you very much!
  8. This is exactly what I'm looking for unfortunately as soon as I switch it to Yanfly's JP mode nothing loads at all, I tried downloading your demo to see if I was doing something wrong, but the same thing happens, it works fine with SP but if its JP its just a Black screen that never loads up the game.
  9. Would it be possible to make a skill tree disconnected from an actor? I want to have a Party Skill Tree that effects the whole party instead of just one actor! :)
  10. mazzy-elf said:
    This is exactly what I'm looking for unfortunately as soon as I switch it to Yanfly's JP mode nothing loads at all, I tried downloading your demo to see if I was doing something wrong, but the same thing happens, it works fine with SP but if its JP its just a Black screen that never loads up the game.

    I'm not sure if you solved your problem, but if not: you can't have the plugin parameters 'Single Points Pool' and 'Use Job Points' both set as true. Only one can be true (because of how Job Points work, with separate job points for each class).

    (@SomeFire, this might need to be mentioned in the plugin help file or on the first post - I got tripped up here as well).
  11. Hi there,

    I think I've done all the setup requiered like the demo of 1.4 but it seems I'm always getting ReferenceError SkillsTreesSystem is not defined when I'm in my personnal project.

    I'm using example skill tree already in the config plugin.

    I swear I think I did the same config as the demo that is working but it seems something is still of, any idea?

    I've bind the menu too which give me the error above now.

    PS: I use 1.6.2
    EDIT:

    Stack :

    ReferenceError: SkillsTreesSystem is not defined
    at eval (eval at Window_MenuCommand.createCommand (YEP_MainMenuManager.js:4641), <anonymous>:1:1)
    at Window_MenuCommand.createCommand (YEP_MainMenuManager.js:4641)
    at Window_MenuCommand.makeCommandList (YEP_MainMenuManager.js:4610)
    at Window_MenuCommand.Window_Command.initialize (rpg_windows.js:1301)
    at Window_MenuCommand.initialize (rpg_windows.js:1568)
    at new Window_MenuCommand (rpg_windows.js:1561)
    at Scene_Menu.createCommandWindow (YEP_MainMenuManager.js:4699)
    at Scene_Menu.create (rpg_scenes.js:972)
    at Scene_Menu.create (YEP_MainMenuManager.js:4694)
    at Function.SceneManager.changeScene (rpg_managers.js:2005)
    SceneManager.catchException @ rpg_managers.js:1949

    Thank you

    FIXED - Defined SkillsTreesSystem instead of SkillTreesSystem

    EDIT: I added class2trees to my actor, it's fine I see my Warrior tree but there is an undefined tree left in the windows I can select but once I double clicked it, it freeze. How can I remove the undefined tree that persist? I tried commenting every other possible tree but I feel the issue is in the rendering.

    So I just want to display a single tree.

    @SomeFire

    FIXED - Was adding a class2trees to my actor. It is not required.
  12. @steexyz, I can't reproduce it. I left only one tree in `class2trees`, and I see only this tree in the game. Can you share project with this bug?

    @Kraden96, it is possible, but I will not do it, because I want plugin to be actor oriented. I will not support both ways, because it is too difficult.

    You can edit plugin for your needs. Looks like you need only 2 changes: skip actor select window and apply skills for whole party instead of single actor.

    @falken14, I'll mention it in the next update.
  13. steexyz, please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.


    SomeFire, please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.


    I merged your posts together this time.
  14. @SomeFire, I found the issue. I was adding the class2trees to my actor but it seems the plugin do it and I don't need to specify it.
    @slimmmeiske2 Sorry about that!
  15. I would like to call a common event when learning a skill with this plugin, is that possible?
  16. @jbtwist, yes, you can create `OnLearnAction` class, which will call a common event, and add it to appropriate skills. Or you can edit plugin and a call in `Skill#learn(actor, tree)` method, so, common event will be called for every learned skill.
  17. @SomeFire can you write me an example of that? I just want to call one or another common event depending of the skill learned
  18. See common event call at this list.

    Version 1.5:
    - Items with ability to reset skill trees during the game.
    - Working message box commands for skill descriptions.
    - Draw skill cost (MP and TP).
    - bugfixes.
  19. Hi, ive tried to call a common event, but i cant. I tried copying the way you change the game variables, but i also noticed that gamevariables are not changing in my project. It may be because some plugin?


    This is my code:

    Code:
    class OnLearnCommonEvent extends OnLearnAction {
        /**
         */
        constructor(value) {    
            super("game_temp");  
            this.val = value;  
        }
    
        action() {
            $gameTemp.reserveCommonEvent(this.val)
        }
    }
    
    function common_Event(value) {  
        /**
        var a = new OnLearnCommonEvent(value);
        a.action();
        return a;  
         */
       return new OnLearnCommonEvent(value);
    }

    What is happening is that $gameTemp or $gameVariables are not defined (equal null) on that context. I've been trying, but havent found a way to fix that.
    The comented section was a way to try to force the summoning of action, because it were not happening in my game naturally.
  20. Version 1.6:
    - Ensure cursor visibility for long trees.
    - Fixed bug with on learn actions.

    jbtwist said:
    i also noticed that gamevariables are not changing
    Thx for finding this bug, it was appeared long time ago...

    Given code works for me, but I see a big problem - event is happened only after I return to game (close menu). Also, not all events, but only last "learned".