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
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