Raizen

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Lune Unlimited Skill Tree


 
Compatible with: RMVXAce
Compatibility :excelent
Difficulty to use: medium
Processing demand?: medium
 

Using condition
Portuguese user? Portuguese Script link
  Can be modified and advertise, but keep credits to me
 
 

Script Usage and Features


  The script adds the skill tree, it is highly configurable and made to look like any rpg game skill tree, read below the functions to know what you can do.
 
Features are:
- Can be full pictured
- Any number of trees for each character
- Can be used the default icons on rpg maker vx ace, or pictures
- Many configurations for skill adding
 
IT IS Compatible with my lune passive skills HERE
For easier, faster, but less powerful skill tree, choose my old Lune Skill Tree
http://forums.rpgmakerweb.com/index.php?/topic/13212-lune-skill-tree/
 

Script​


 
Demo if needed: Download
raw script: http://pastebin.com/raw.php?i=tcXVtZc8
 
 

Videos and Images


Pictures and Vídeo in portuguese, but the script has beem translated to english :)
FpOnj2h.png
 
bLb8xuS.png
 



 
 

Credits and stuff


 
 Raizen for the script
Mistyrol for design
V@gner Kouhai for the big face
 
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bloodyliao

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Awesome stript! It is the one I've been looking for!

Would it be able to forget some skills and getting skill points back?
 

Raizen

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Awesome stript! It is the one I've been looking for!

Would it be able to forget some skills and getting skill points back?
Yeah, but I didn't put any shortcuts :/...

If you want I can make that add-on, it is very easy and simple I think x), but to be sure,

would it be like,

forget_skills(id)

and then it adds to the total points?
 

Rinober

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Hey :) This is a very interesting and nice script! But there seem to be some mistakes... In your demo, I don't learn the skills I've chosen at the skill tree. For example when I learn "Fire", I don't learn Fire but something else. And when I upgrade "Fire", I learn another skill (a new one). The skill IDs seem to be correct, as far as I can tell from your script. I wonder where this comes from?

I also have a question: Is it possible to make a skill within a skill tree only appear after I acticated a switch, variable or whatever? So that you could create a system like this: You have to buy a magic book in the store and after you bought (or activated) it, a new skill appears in your skill tree.

Would be so awesome :) But if this is too much work, don't worry about it !
 

Raizen

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Hey :) This is a very interesting and nice script! But there seem to be some mistakes... In your demo, I don't learn the skills I've chosen at the skill tree. For example when I learn "Fire", I don't learn Fire but something else. And when I upgrade "Fire", I learn another skill (a new one). The skill IDs seem to be correct, as far as I can tell from your script. I wonder where this comes from?


I also have a question: Is it possible to make a skill within a skill tree only appear after I acticated a switch, variable or whatever? So that you could create a system like this: You have to buy a magic book in the store and after you bought (or activated) it, a new skill appears in your skill tree.


Would be so awesome :) But if this is too much work, don't worry about it !
Oh, thats because on database there was skills to be learned, I totally forgot about making the player learn skills kkk
I corrected and its on the topic now xD.


About the question, that I'll have to see, if its pretty easy to make, I'll do it for you :D , today later probably, and thanks anyway friend.
 

ninjalex

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Looks great! Will give it a try soon. :)
 

bloodyliao

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Yeah, but I didn't put any shortcuts :/...

If you want I can make that add-on, it is very easy and simple I think x), but to be sure,

would it be like,

forget_skills(id)

and then it adds to the total points?
It's OK. But it can be a little bit troublesome when there are too many skills. What about something like

 forget_allskills(id) where the id is the actor's ID,

forgeting all the skills in his/her own skill tree?

What's more, since I'm using yanfly's TP manager which works with the skill scene, can you make another scene like 'skill tree scene' instead of rewriting the default skill scene? I believe that this would enhance the compatibility of your script.

In addition, could you hide the 'use' command after choosing a certain skill? Just 'learn' and 'cancel' is okay.

At last, is it possible to use different picture as the background of the skill tree window for different actors? It can be wield to see a girl in a boy's skill tree.

I really hope that you can improve this~ :)  But if this is too much work, don't worry about it !
 

boomy

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It's OK. But it can be a little bit troublesome when there are too many skills. What about something like

 forget_allskills(id) where the id is the actor's ID,

forgeting all the skills in his/her own skill tree?

What's more, since I'm using yanfly's TP manager which works with the skill scene, can you make another scene like 'skill tree scene' instead of rewriting the default skill scene? I believe that this would enhance the compatibility of your script.

In addition, could you hide the 'use' command after choosing a certain skill? Just 'learn' and 'cancel' is okay.

At last, is it possible to use different picture as the background of the skill tree window for different actors? It can be wield to see a girl in a boy's skill tree.

I really hope that you can improve this~ :)  But if this is too much work, don't worry about it !
Change 'Tree_Images' => ['fundo save', 'fundo save2'],

to 'Tree_Images' => ['', ''],

Or edit the fundo save graphics in the skills tree folder to whatever you want.

I also second bloodyliao's suggestions, particularly using a new scene instead of editing the skills scene and removing the use command if you do that (since you will have a separate skill window to use skills). Also be nice if adding skills points reduced/increased MP usage or accuracy.

From my testing, putting more skill points (multiply effect) increases damage and likelihood of statuses but does not increase hit rate (so skills that have 100% accuracy and for example a skill that has 100% poison rate does not benefit from putting skill points in.

By the way, this is a great script!
 
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Raizen

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@bloody:

sorry for the long time >_<, there you go.

#==============================================================================# ** Game_Interpreter#------------------------------------------------------------------------------# Um interpretador para executar os comandos de evento. Esta classe é usada# internamente pelas classes Game_Map, Game_Troop e Game_Event.#==============================================================================class Game_Interpreter #-------------------------------------------------------------------------- # * Adicionar pontos para o personagem #-------------------------------------------------------------------------- def forget_all_skills(actor_id) sum = $game_actors[actor_id].skill_tree.sum $game_actors[actor_id].skill_tree = Array.new($data_skills.size, 0) $game_actors[actor_id].skill_tree[0] += sum endendAbout making a different scene well I can if you need, 

http://pastebin.com/raw.php?i=rPgimWrp

SceneManager.call(Scene_Skill_Tree) xD, and if you want to force the tree into a different actor you can use this script command,

$game_party.menu_actor = $game_actors[id]

id is the number from database for that actor, I think its pretty ok right xD?

@boomy: oh, nice suggestions, I'll see if its easy to implement, and put on the topic, thanks x).
 

bielau

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Is there a way to add another skill tree?
 

Raizen

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Is there a way to add another skill tree?
That's exactly the point for this one :D , you can add as many as you like, but read the script very carefully
 

Golfax

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Hi Raizen..i would like to know if I can make that one skill, to be levelled up, cost more than 1 points....for example...i've got the final skill of an actor which is liv.1 max level...it obviously makes a lot of damage...but i want that the player to learn it has to spend 10 point...can I do it? and how?

P.S:if there is a way with your old skill tree script, that would be great the same.

Thanks :D
 

MrDaisy

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really cool Tree System... i have been looking forward to use this...

i would like to ask if you can share the Photoshop files...

what i need is the background photoshop file and the arrows to make changes and sure gonna give credits

thanks.
 

MartaLualdi

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Is it possible to have different amount of SP, depending on the skill tree you are at? Like, having certain amount of SP on the first skill tree (lets say these are active attacks), while having another separate amount of SP for the second skill tree (which can be passive skills). And so, be able to personalize the way you want your party to gain SP, lets say "selling it on a shop".

What I had in mind was to make a variable or something, that goes up every time you kill a monster (via troop tab, add X to variable when X monster's hp is 0% or less), and then this variable becomes your "currency" to buy SP points for any skill tree you like, for any character you wish.

Basically this can be possible if all skill trees had their own SP amount, it would be a very nice add-on which can empower this script significantly, rest can be done manually~
 

Meraki

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Oh, this is one amazing script! Nice work!

Would you allow me and my team to use it in our commercial project?
 

MartaLualdi

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Hi Raizen..i would like to know if I can make that one skill, to be levelled up, cost more than 1 points....for example...i've got the final skill of an actor which is liv.1 max level...it obviously makes a lot of damage...but i want that the player to learn it has to spend 10 point...can I do it? and how?

P.S:if there is a way with your old skill tree script, that would be great the same.

Thanks :D
Dang, you took the words off my mouth... :|

In all case, I wanted to ask if it was possible something similar to this you already have, but that instead of multiplying the skill's formula (that's what the level up does, right? >~<). Wouldn't it be better to change the skill itself? Like you have the skill Fire (lvl 1) with skill id #3, and when you level it up to Fire (lvl 2) it switches to the skill with id #4 (like forget old skill and learn this one). In order to have bonuses depending on level.

Because if you wish that on max level, fire attacks twice, or gives a buff, or maybe has a better chance to inflict the Burn status effect. It might be impossible with the current script options. (NOT saying in any way your script is bad or anything, it is awesome itself :3)

Doing something like:

'SkillID' => 3

'MaxLevel' => 10,

'SkillPerLevel' => [4, 5, 6, 7, 8, 9, 10, 11, 20] #NOTE: 9 skills, when max level is 10

Where SkillID is the skill you learn when it goes level 0> to level 1 (Where level 0 means no skill at all), and the skill per level, is the skill ID for each level up, where level 2 (in example) is 4, level 3 is 5, and level 10 is 20.

Not like I know much about scripting myself though... I just thought It might be more customizable this way, I understand most of the skill's "major changes" can already be done by leveling up the skills you can unlock, but I thought this can be nice for skills such as HP Regen, where level 1 can recover 1% of max hp per turn (via state), and level 5 can recover 5% per turn (via ANOTHER different state). But this happens because of the inflict state options and not the formula.

Again, it is just a suggestion, no need to change anything if you think it is ok as it is, since it is actually very impressive by itself already :)

And if others are concerned about the skill descriptions per level, we can pretty much do it ourselfs by using variables in descriptions instead of fix numbers ;p
 

fiorix

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I keep getting errors when trying to install this script. The current error I am getting is

Script 'Skill Tree': line 774: NoMethodError occurred.

undefined method '[]' for nil:NilClass

I just put the script into the scripts section and went to test it out. Haven't modified anything yet.

Cant wait to use it if I can get it to work! Looks amazing!
 
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LarryRiver

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Hi there, I love this script.

I was wondering if it's possible to put passive buff also instead of skills.

For example a node that gives you +10 DEF when you level it or any other statistic
 
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MartaLualdi

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Hi there, I love this script.

I was wondering if it's possible to put passive buff also instead of skills.

For example a node that gives you +10 DEF when you level it or any other statistic
What I did was using Victor's Passive States:

http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/passive-states/

And if you want it to be a permanent state, but one that can't be seen (like, you don't want it to show an icon on the character's status forever) Just complement it with this:

http://pastebin.com/4aHv8s3s

At least that is what I'm planning to use ;o
 
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LarryRiver

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What I did was using Victor's Passive States:

http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/passive-states/

And if you want it to be a permanent state, but one that can't be seen (like, you don't want it to show an icon on the character's status forever) Just complement it with this:

http://pastebin.com/4aHv8s3s

At least that is what I'm planning to use ;o
Yeah, I was using this one http://pastebin.com/cNAvibSx which is basically the same script. Probably I'm missing something with the skill tree script. In fact I have no problem implementing it, but I get the skill tree of the demo, and still I didn't understand how to add more trees and how to make a tree unique to each character. I'm still figuring out how it works
 

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On the "things im remaking" department even i kept getting confused by my status grenades similarity so i decided to redo both of them, now the icons and being thrown animations are very distinctive from each other :kaopride:
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I genuinely like the default MZ actor sprites, and the character creator. I think I will draw new headshots for them, but part of me doesn't want to replace the default sprites. But should I? I want to eventually release my game.
Someday, I hope they make a game where 95% of the animation budget went to turning valves and opening door animations, leaving every other animation looking like a CDI zelda cutscene.
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