Lune Skill Tree

anavn

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I am using XAS v0.6 the latest version

Prob cosed when the skill is used in costom command for monsters (I was using skill 20 if that maters)
 

plop1818

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Hello, i'm fairly new to RPG maker and I have been messing around with your script. Everything works fine except when I try to battle. Everytime I battle I get an error that says

Script "line 671: NoMethodError occured. undefined method `id' for #<Game_Enemy:0xc03d430>

I thought I may have messed something up while using the code so I downloaded the demo but even the demo you posted is doing this without me changing anything (i just created an even to start a battle with a slime). Am I missing something in the directions? I looked through all the directions that I could understand. Thanks for the help! :)
 

Roxas162

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Do you have a pastebin link for the script????
 

MidnightHD

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When used with YF's scripts, where do I place the Lune Skill Tree?

Also, is there a way to make Skill X, Skill Y and Skill Z to be learned immediately at level 1?
 
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Raizen

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Do you have a pastebin link for the script????
well there is a mediafire link xD, sorry for the long time if really needed I'll put on pastebin

When used with YF's scripts, where do I place the Lune Skill Tree?

Also, is there a way to make Skill X, Skill Y and Skill Z to be learned immediately at level 1?
You can use this part to configure your skills

# Change a skill manually# Script Call: $game_actors[id].skill_tree[skill_id]# id = id of actor in database# skill_id = id of skill in database# Example: adding 5 points in skill id 3 in actor with id 2# Script Call: $game_actors[2].skill_tree[3] += 5Considering the above, you can use those commands to manually put skills on the skill tree at the beginning of the game.

About the Yanfly scripts... depends, I think the best is this script being below other scripts and above damage battle-addons, that should increase compatibility, if not compatible try to find what script your using that has a conflict with this, and send to me to make them compatible :)
 

MidnightHD

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You can use this part to configure your skills

# Change a skill manually# Script Call: $game_actors[id].skill_tree[skill_id]# id = id of actor in database# skill_id = id of skill in database# Example: adding 5 points in skill id 3 in actor with id 2# Script Call: $game_actors[2].skill_tree[3] += 5Considering the above, you can use those commands to manually put skills on the skill tree at the beginning of the game.

About the Yanfly scripts... depends, I think the best is this script being below other scripts and above damage battle-addons, that should increase compatibility, if not compatible try to find what script your using that has a conflict with this, and send to me to make them compatible :)
Sorry but I'm a begginer at RGSS3 -- So are you saying that,

If I use $game_actors[1].skill_tree[128] += 1 at the beginning of the game, Actor 1 will receive a point in Skill 128?
 

Raizen

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MidnightHD

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Exactly x).
Yay! I'm learning huehue~

Regarding Compatibility with YF Scripts, What're "Damage Battle-addons"?

Also, I want to replace the Skills on the Menu to redirect to the Skill Tree. So that I don't have to put both Skills and Skill Tree in the Menu. Although I still want the word "Skills" in the Menu. Is this possible?
 
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ShinGamix

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So this can be used for multiple characters?

Also what if I wanted to apply a skill tree to only one job or class?
 

Raizen

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So this can be used for multiple characters?

Also what if I wanted to apply a skill tree to only one job or class?
Skill trees are made according to the actor id, I was between actor ou class id, but I found actor id better, so you can use a same class with different skills.

So yes, you can make 1 tree for each character,

and that answers the other one also.
 

MidnightHD

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Yay! I'm learning huehue~

Regarding Compatibility with YF Scripts, What're "Damage Battle-addons"?

Also, I want to replace the Skills on the Menu to redirect to the Skill Tree. So that I don't have to put both Skills and Skill Tree in the Menu. Although I still want the word "Skills" in the Menu. Is this possible?
Bump! Notice me senpai~
 

Raizen

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Yay! I'm learning huehue~

Regarding Compatibility with YF Scripts, What're "Damage Battle-addons"?

Also, I want to replace the Skills on the Menu to redirect to the Skill Tree. So that I don't have to put both Skills and Skill Tree in the Menu. Although I still want the word "Skills" in the Menu. Is this possible?
Oh, sorry a lot :/, I didn't see your comment really xD.

Yeah it is, you know the 

class Scene_Skill_Change < Scene_MenuBase, change it to class Scene_Skill < Scene_MenuBase

that should work

This is partially a damage battle add-ons, so basically it maybe will not work perfectly with other damage battle add-ons, but it is very easy to make them compatible, send me a message with all scripts you think changes the damage in the battle, and I can make them compatible :)
 

MidnightHD

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Oh, sorry a lot :/, I didn't see your comment really xD.

Yeah it is, you know the 

class Scene_Skill_Change < Scene_MenuBase, change it to class Scene_Skill < Scene_MenuBase

that should work

This is partially a damage battle add-ons, so basically it maybe will not work perfectly with other damage battle add-ons, but it is very easy to make them compatible, send me a message with all scripts you think changes the damage in the battle, and I can make them compatible :)
I get this:

Script 'Lune Skill Tree' line 269: TypeError occurred.

superclass mismatch for class Scene_Skill
Help :)
 

Raizen

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Ooops sorry, that happens because the Scene_Skill uses another class, if you delete the Scene_Skill since you said you are not going to use it, it will work, if you still want to use it somewhat, just put Scene_Skill2 instead of Scene_Skill on the default Scene_Skill.

Or, you can keep as it was before, 

Scene_Skill_Change < Scene_MenuBase

and use this snippet I made for you :p ,

Code:
#==============================================================================# ** Scene_Menu#------------------------------------------------------------------------------#  Esta classe executa o processamento da tela de menu.#==============================================================================class Scene_Menu < Scene_MenuBase #--------------------------------------------------------------------------  # * Comandos individuais [Confirmação]  #--------------------------------------------------------------------------  def on_personal_ok    case @command_window.current_symbol    when :skill      SceneManager.call(Scene_Skill_Change)    when :equip      SceneManager.call(Scene_Equip)    when :status      SceneManager.call(Scene_Status)    end  endend
 
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MidnightHD

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Thanks, that fixed it :)

However, when I enter into a fight, even with a point in Skill X, Skill X still won't appear in battle? How do you fix that? Thanks :D
 

Raizen

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Thanks, that fixed it :)

However, when I enter into a fight, even with a point in Skill X, Skill X still won't appear in battle? How do you fix that? Thanks :D
You sure ?, I tested it here and it is working... at least that part. Maybe I didn't test the right skill or something, can you send me a demo if possible?
 

J.M. Henry

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Hi there, just a few questions:

-Is it possible to give specific classes their own skill trees? Do you just change it from reading actor id to class id?

-Since skills also have levels, is there a way to improve those skills the more points you put into them?

(Ex.Lv.5 Fire doing more damage & MP cost than lv.1 Fire)

-Would passive skills work with this script?(compatibility question, really)

http://www.rpgmakervxace.net/topic/1886-passive-skills-vxace/
 

Raizen

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Hi there, just a few questions:

-Is it possible to give specific classes their own skill trees? Do you just change it from reading actor id to class id?

-Since skills also have levels, is there a way to improve those skills the more points you put into them?

(Ex.Lv.5 Fire doing more damage & MP cost than lv.1 Fire)

-Would passive skills work with this script?(compatibility question, really)

http://www.rpgmakervxace.net/topic/1886-passive-skills-vxace/
I made it to read actor id, since I thought it would be easier to make more trees, but I can change it pretty easily to class ids.

THe question about damage, yeah that already is implemented, but tha MP isn't :( , maybe in a future update.

Passive skills, yeah maybe it will work, maybe it won't, I was going to do a Passive skills script to be used with this one, but try to test it, it might work :D
 

J.M. Henry

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I made it to read actor id, since I thought it would be easier to make more trees, but I can change it pretty easily to class ids.

THe question about damage, yeah that already is implemented, but tha MP isn't :( , maybe in a future update.

Passive skills, yeah maybe it will work, maybe it won't, I was going to do a Passive skills script to be used with this one, but try to test it, it might work :D
Thanks! Maybe you could make the option to switch between reading actor or class ids? I'm not much for scripting so I don't know if doing it that way is more difficult/time consuming of not.

And no worries if MP increase wasn't implemented, I just wanted to know something like that was implemented, but kudos if you do add it in an update at some point :)  
 

dinhbat3

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Hi Raizen!

I'm pretty new here, and have been roaming around the various scripts. This is a great concept! I love skill trees :D

I had an interesting thought, do you think it would be possible to put a skill tree on equipment like armor?

It's kind of out there but just thought I'd see if it were plausible.

Great work again! I'm looking forward to testing this out.
 

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