TYVM, it works! Could you explain to me how have you fix that? To start learning plugin programming.
Skill Trees System
● ARCHIVED · READ-ONLY
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See this string in commit - I fixed typo (I copied function instead of array).
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TYVM man, I am also looking for a way to fix that the common events are only called on the map. I've checked the Yanfly MainMenuManager and he fixes it by closing the menu just after that.
I am trying, but i do not find a way to do it. Also, I think your way to creating that scene is not the best, because when I close the Skill Tree requires a bit time to back to the main menu.
Do you think I can disable the menu option and call your plugin on a common event? -
My plugin draws 3 windows in a separate scene. I suppose it is possible to draw windows where and when you want.Do you think I can disable the menu option and call your plugin on a common event?
Also, you can try this OnLearnAction. I added common event call inside my scene, but it isn't proper implementation.
UPD: I found solution for hangs (at least for actions after messages). See Pull Request. If you'll find any bugs - say me. -
Well done! Your Skill Trees System is the best I've ever used. It is exactly what I expected.
Thank you! -
@SomeFire I love your plugin!
Would it be possible though, to have a plugin option to enable an additional "skill learn"-confirmation? I'm going to have my project ported to mobile and it will happen many times that skills will be learned accidentally instead of just reading the requirements, etc. . It would be a great addition, I think!
Also, would it be possible to adjust the scale of the skill images? They look quite small if the game window is small.
Thank you again for the effort you put into this great plugin. :kaohi:
Edit:
I used my insane photoshop skills to show what I mean. :biggrin:

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Do you mean to learn skill by pressing special button between description and requirements instead of double click? Or common confirmation window?Would it be possible though, to have a plugin option to enable an additional "skill learn"-confirmation? I'm going to have my project ported to mobile and it will happen many times that skills will be learned accidentally instead of just reading the requirements, etc. . It would be a great addition, I think!
I think it is possible, but how icons looks on other scenes like shop scene or status scene?Also, would it be possible to adjust the scale of the skill images? They look quite small if the game window is small. -
Do you mean to learn skill by pressing special button between description and requirements instead of double click? Or common confirmation window?
I thought of an additional button to not have many "annoying" pop-up windows. :LZSsmile:
It happened sometimes that I accidentally learned a skill because I didn't realize that I already selected it.
I think it is possible, but how icons looks on other scenes like shop scene or status scene?
They are about the same size. Maybe exactly. But on the talent tree you only have the small icon to click/tap. On other scenes you also have a name and thus the area to click is bigger.
Here is a screenshot about how big a mobile screen would roughly be. (The picture needs to be opened full size, otherwise it appears smaller than it would be.)
Thank you for the reply. :kaohi: -
Ok, I'll add an additional button to the TODO list. I don't know when I'll do it.I thought of an additional button to not have many "annoying" pop-up windows. :LZSsmile:
It happened sometimes that I accidentally learned a skill because I didn't realize that I already selected it.
I'll think about scaling.They are about the same size. Maybe exactly. But on the talent tree you only have the small icon to click/tap. On other scenes you also have a name and thus the area to click is bigger. -
Ok, I'll add an additional button to the TODO list. I don't know when I'll do it.
I'll think about scaling.
Thank you very much! :LZSsmile: -
Thanks for this, SomeFire!! It took me some time, but I finally understand how to make it work, and it's amazing. I am very, very interested in the possibility of calling common events when learning specific skills. Do you think the code that you listed as "work in progress" is usable as of now?
And I support what XZINED said :D those features would really help
EDIT to ask a question:
So, I have a problem with the skill description text. The thing is, my skill descriptions don't fit in the SkillTree window. I could make them shorter or change the spacing, but they have the right size to be displayed perfectly in every other window in my game.
My question is: Can I, for instance, make the font size of the skill descriptions smaller? Or perhaps add my own custom skill description, so that I make it shorter or change the spacing?
Thank you! -
Yes, it is usable for short things like changing variables or actor's HP, equipment, etc. But I dind't tested complex things like text choices, pictures, music.Do you think the code that you listed as "work in progress" is usable as of now?
It is because in SkillTree window text line is shorter than default description lines. Yes, you can edit the plugin as you want. For theese changes see `Description_Window.prototype.refresh` method in `SkillTreesSystem.js`.So, I have a problem with the skill description text. The thing is, my skill descriptions don't fit in the SkillTree window. I could make them shorter or change the spacing, but they have the right size to be displayed perfectly in every other window in my game.
My question is: Can I, for instance, make the font size of the skill descriptions smaller? Or perhaps add my own custom skill description, so that I make it shorter or change the spacing? -
Hello,
That may be a very dumb question, but how can I open the tree window ? Your description only says that I can set it up however I want, but where can I do so ? -
Hi, you can do it manually by `SceneManager.push(new Scene_SkillTrees())` call or use Yanfly's plugin like in demo.
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This looks great. I have been looking for a nice, simple skill tree plugin forever, thank you very much for your work!
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Thank you @SomeFire ! I was able to access the skill trees.
However, the game crashed at this moment...
TypeError: Cannot read property 'name' of undefined
at Trees_Window.makeCommandList (SkillTreesSystem.js:439)
at Trees_Window.Window_Command.refresh (rpg_windows.js:1436)
at Trees_Window.setActor (SkillTreesSystem.js:470)
at Scene_SkillTrees.refreshActor (SkillTreesSystem.js:337)
at Scene_SkillTrees.start (SkillTreesSystem.js:326)
at Function.SceneManager.updateScene (rpg_managers.js:2019)
at Function.SceneManager.updateMain (YEP_X_CoreUpdatesOpt.js:7951)
at Function.SceneManager.update (YEP_X_CoreUpdatesOpt.js:7930)
I just don't understand what could be the problem... Have you an idea ?
EDIT : Nevermind I got it to work by forcefully copy-paste the plugins of the demo version.
Thank you very much for this awesome plugin ! -
Hey there! I've been wondering if it'd be easy to add something to the plugin:
Sometimes, a character joins your party later on in the game, so maybe he's already lvl 10, for instance. In my case, there is a character that joins the party right before a boss fight, and I need him to have some skills already learnt by default, but I still want this character to have a skill tree. Would it be possible to develop a plugin command or script call to force an actor to "spend 1 skill point in X skill"?
Thanks! -
Hey there
it is a great plugin! I like the style because it is like those old skill tree.
My question would be, is it possible to also give traits or states to the skill tree or maybe it will come soon?
Well found out myself a workaround. If someboy needs help contact me
regards afaryz -
Well, you could use it with Yanfly's Auto Passive States plugin. It allows you to tie automatic states to skills (and other stuff, but it's the skills that are relevant), and then it's as simple as adding it to the skill tree.
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That is exactly my work around. I just assigned 1 more type of skills which I hide from the player.Well, you could use it with Yanfly's Auto Passive States plugin. It allows you to tie automatic states to skills (and other stuff, but it's the skills that are relevant), and then it's as simple as adding it to the skill tree.
But thanks for the past reply :)