Skill Trees System

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Started by SomeFire 312 posts Page 7 of 16 View original ↗
  1. I created task for skill cooldowns, will do it later (may be).

    Version 1.8:
    - Fixed bug which gives skill point on resetting empty tree.
    - Fixed MP and TP naming in skill description window.
    - Trees are updatable now.
    - Reworked separate points pool.
    - Added script call to hide tree.

    Migration guide:
    `Skill` objects got additional parameter - symbol. Take your skills and add unique symbol to their constructors as first argument like in example:
    JavaScript:
    guard = skill([2], [[cost(1)]]);
    guard = skill('guard', [2], [[cost(1)]]);
    
    rampage = skill([15], [[cost(3)]]);
    rampage = skill('rmpg', [15], [[cost(3)]]);
  2. Nice! I was also wondering, would it be possible to use BOTH Yanfly's JP AND your plugin's default SP at the same time? Cuz, I want to have 2 different types of points to spend, so some skills may cost JP while others cost SP. Or would this modification be too difficult? But if you could implement this, my skill learning and talent system will be 100% complete!

    Edit: I guess I could make some of the skills cost items instead, but then I'd need to make that item soul-bound to each actor and I'd have to have separate inventories for each party member. -.-
  3. Hm... It looks easy - just another requirement. I'll try it tomorrow. But I see some issues with showing both points on the screen (need some work on plugin) and handling lvlup and other point giving events.
  4. Dude, I gotta put an NPC in my game in your honor or something lol.
  5. And where is the problem? What "base param" did you mean? This skill gives MHP on 1 lvl.
  6. SomeFire said:
    And where is the problem? What "base param" did you mean? This skill gives MHP on 1 lvl.
    Only when Yep_BaseParamControl its off, if it's turned on it would not work
  7. Dcraft said:
    Only when Yep_BaseParamControl its off, if it's turned on it would not work
    I doesn't seem to be YEP_BaseParamControl

    I just realized I'm getting the same issue on my project as well. But I think it has to do w/ skills that grant passive states. If the skill is learned thru the normal menu, the passive buff is gained, but when learned thru the skill tree, it isn't. Result is the same w/ and w/o YEP_BaseParamControl.

    Edit: @SomeFire Perhaps check your plugin's code and compare it w/ Yanfly's YEP_SkillLearnSystem to see how ur's and his differs, cuz learning the skill outside the skill tree gives the passive w/ no issues.
  8. In fact, state is applied, but not showed until actors refresh. I'll add fix to the next update, but for now you can replace these methods in `Skill` class inside `SkillTreesConfig.js`:
    code
    JavaScript:
        levelUp(actor, n) {
            if (!n)
                n = 1;
    
            n = Math.min(this.lvls.length, this.level + n);
    
            this.forget(actor);
    
            this.level = n;
    
            actor.learnSkill(this.lvls[this.level - 1]);
           
            actor.refresh();
        }
    
        forget(actor) {
            if (this.level > 0) {
                actor.forgetSkill(this.lvls[this.level - 1]);
               
                actor.refresh();
               
            }
        }
    
        relearn(actor) {
            if (this.level > 0) {
                actor.learnSkill(this.lvls[this.level - 1]);
               
                actor.refresh();
            }
        }

    @staf00, you can take plugin with JP requirement here.
  9. Oh sweet, the plugin has been updated to v1.9! ^.^

    Now all I need is to be able to use both JP & SP, then my entire skill system will be complete hehe.

    @SomeFire Do you have a Patre0n?
  10. It isn't full 1.9. Just first changes.

    staf00 said:
    @SomeFire Do you have a Patre0n?
    Nope.
  11. How do I disable trees for actors (I only need trees for classes)? When I delete the actor trees, I get errors when trying to load the game.

    Edit: Nvm, figured it out. I simply left SkillTreesSystem.actor2trees = {}; intact, and deleted the rest.
  12. staf00 said:
    Nice! I was also wondering, would it be possible to use BOTH Yanfly's JP AND your plugin's default SP at the same time? Cuz, I want to have 2 different types of points to spend, so some skills may cost JP while others cost SP. Or would this modification be too difficult? But if you could implement this, my skill learning and talent system will be 100% complete!
    @SomeFire What will v1.9 entail? Will we be able to simultaneously use both JP and SP as 2 different resources?
  13. * YEP skill cooldown and warmup on skill description window.
    * Possibility to use SP and JP simultaneously.
    * Confirmation window to learn skill.
    May be visibility condition for skills or something else, I'm not sure.
  14. @SomeFire Any news on v1.9 progress? No rush, just curious.:kaoblush:
    Can't wait to use SP + JP hehe. It'll be all I need to complete my skill system.
  15. In 2 weeks, I hope.
  16. From 1.8 changelog
    "Trees are updatable now. "
    What does this mean?
  17. You can edit trees after releasing your project. For example, you can change skill IDs or add new skills to the tree.
  18. I have a small request. Notice how the Cooldown shown in the red circle has the number colored the same color as the actual "CD", whereas the color of the numbers for other costs (like TP) are white. Could you make it so that the number in front of the letters "CD" is also white? Also, it'd be nice to have a space between the number and the letters "CD" as well, just so the formatting is consistent. Thx!
    CD.png

    I don't need it immediately or anything, you can just bundle it with v1.9 if you want since this is such a minor thing.
  19. I tried using color codes (\C) to change the number to white, but it didn't work. So I hope this will be addressed in v1.9, thank you @SomeFire!