Lune Unlimited Skill Tree

LarryRiver

Warper
Member
Joined
May 18, 2014
Messages
4
Reaction score
0
First Language
Italian
Primarily Uses
More in specific, in this case I removed every skill in the tree except for the first, plus I removed 'Tree_Images' and 'Tree_Shift' for the second tree (so this is how you remove trees?) anyway, I've also set near skills to 0 and when I test the skill tree, if I try to move from the skill in the tree it gives me an error:

Script "Skill Tree" line 520: TypeError occured

no implicit conversion from nil to integer

and this is the line 520

    draw_text(0, 0, self.width, line_height, Actor[actor_id][skill]['Desc1'], 0)
 

Raizen

Veteran
Veteran
Joined
Oct 24, 2012
Messages
381
Reaction score
660
First Language
Portuguese
Primarily Uses
RMMV
I'm not sure why, it probably is something removed or like that xD, send me how you configured the script :) ,

if you want use pastebin for that.

http://pastebin.com/
 

The Old Ferret

Veteran
Veteran
Joined
Aug 22, 2013
Messages
24
Reaction score
9
First Language
Hungarian
Primarily Uses
 Hello ! Thank you Raizen for creating and shraing this nice script with us ! :)

I have one question : Is it possible to bound the skill trees not to specific actors, but to specific classes?
( Sorry for my poor english ^^ )
 

Nohmaan

Veteran
Veteran
Joined
Jul 7, 2012
Messages
180
Reaction score
49
First Language
English
Is it possible to add gain points of different types?

For example, if I wanted a Skill tree and a Passive Skill tree.  Uxse the skill points to learn new skills and the passive points to develop your character's stats.

I realize they can operate off the same pool but would be good to force development of a character's stats AND skills without allowing them to learn too many skills or over allocate to stats.
 

antiseptique

Warper
Member
Joined
Jun 2, 2014
Messages
2
Reaction score
0
First Language
French
Primarily Uses
Hi there,

I try to make a passive and active tree too, and this post could probably help you Nohmaan :

http://forums.rpgmakerweb.com/index.php?/topic/4693-passive-skills/

For the moment I'm already on the way to learn how to use Raizen's Skill Tree (It need some work on the images BG and Skills placement on the tree) and Passive Skills script in combination but it's not seem to be hard (And try to learn how RPG Maker VX Ace work, because I'm a beginner).

Raizen's script work like a tree, Neon Black's script apply a note-tag to a skill (Linked to an effect in the database), I think it's all, we just have to import this skills in a specific passive tree of Raizen's script :)

Here is my test :

1 - Create an effect like "+125% HP" and nothing else in the options (It's the passive number 26 in my database)

2 - Create a skill "Boost HP" with a note-tag "passive[26]"

3 - In the Type, I select "none", but Special/Magic could work too.

4 - Target "User" or a specific party member (It's a one chara team in my test game so, I take User target).

5 - Where is it available, "Everywhere" (In and Out fight)

I think that's all, just learn my "Boost HP" skill, linked to my Boost HP effect and imediatly my chara win a 25% boost to his HP pool.

The interest of this secondary script, we can also link passive to an item, for exemple.

Hop this help you like it help me :)

Just a last word, this script is a really good job Raizen, I really enjoy to use/custom it.
 

frederik850

Villager
Member
Joined
May 17, 2014
Messages
91
Reaction score
1
First Language
dutch
Primarily Uses
Is it possible to make the window scrollable? Like when I want 4 skills or more underneath each other.
 

smarbrand

Warper
Member
Joined
Jun 19, 2014
Messages
1
Reaction score
0
First Language
German
Primarily Uses
Error when opening Skills Menu

Script 'Lune Skill Tree' line 772: NoMethodError occurred.

undefined method `[]' for nil:NilClass
 

Kizami

Alejandro
Veteran
Joined
Dec 23, 2012
Messages
38
Reaction score
12
First Language
Spanish
Primarily Uses
RMMV
@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).
Great script! I actually need to use it in another scene too. I used the: SceneManager.call(Scene_Skill_Tree) and it works but with an issue:

https://www.dropbox.com/s/8jabmb13fhlti86/LMPG00504.JPG?dl=0

As you can see in the screenshot the scene loads, but also with the default skill scene above it, even when it has been opened via the script command SceneManager.call(Scene_Skill_Tree). Maybe there is a fix for this? I would be really grateful :)

Thanks in advance.
 

Kuro Neko

Veteran
Veteran
Joined
Sep 26, 2013
Messages
173
Reaction score
15
First Language
English
Primarily Uses
I'm trying to make a game which use skill tree, but i don't know if i can make it with this script:

- Actor will have no lv, but still gain EXP. EXP will act as a cost for skill tree.

- Skill and Skill tree should be seperated into 2 category in the menu.

- Some slot in the skill tree will increase x number of a specific stat of the actor when add point to it.

- Some slot will only be unlocked by a (or some) switch(s).
 

Raizen

Veteran
Veteran
Joined
Oct 24, 2012
Messages
381
Reaction score
660
First Language
Portuguese
Primarily Uses
RMMV
- Actor will have no lv, but still gain EXP. EXP will act as a cost for skill tree.

For that just use the script normally, and edit the actors atribute so that it stays the same every level, and ask someone to take level out of the menu for you :) .

- Skill and Skill tree should be seperated into 2 category in the menu.

Everything in the skill tree is on the skill window, but if you really need the skill window and this script, it is pretty easy to make that, just change this line

class Scene_Skill < Scene_ItemBase

For something like this,

class Scene_YourChoiceName < Scene_Skill 

and then call it using SceneManager.call(Scene_YourChoiceName)

That should work :)

- Some slot in the skill tree will increase x number of a specific stat of the actor when add point to it.

use this script together with skill tree, and it will be possible :)

http://forums.rpgmakerweb.com/index.php?/topic/25410-lune-passive-skills/

- Some slot will only be unlocked by a (or some) switch(s).

That is something not really supported D:, I don't remember how I did to manually add skills, I'll check if you can simulate that for you xD
 

Kuro Neko

Veteran
Veteran
Joined
Sep 26, 2013
Messages
173
Reaction score
15
First Language
English
Primarily Uses
- Actor will have no lv, but still gain EXP. EXP will act as a cost for skill tree.

For that just use the script normally, and edit the actors atribute so that it stays the same every level, and ask someone to take level out of the menu for you :) .

- Skill and Skill tree should be seperated into 2 category in the menu.

Everything in the skill tree is on the skill window, but if you really need the skill window and this script, it is pretty easy to make that, just change this line

class Scene_Skill < Scene_ItemBase

For something like this,

class Scene_YourChoiceName < Scene_Skill 

and then call it using SceneManager.call(Scene_YourChoiceName)

That should work :)

- Some slot in the skill tree will increase x number of a specific stat of the actor when add point to it.

use this script together with skill tree, and it will be possible :)

http://forums.rpgmakerweb.com/index.php?/topic/25410-lune-passive-skills/

- Some slot will only be unlocked by a (or some) switch(s).

That is something not really supported D:, I don't remember how I did to manually add skills, I'll check if you can simulate that for you xD
The 1st and 2nd are fine, but about the 3rd, i know your passive skill script, and can make a passive skill which add state, but a state will only affect parameter by %, not a correct point. (ex: increase atk by 5 point, not 5%).

And the 4th, thanks :D
 

Osaed

Villager
Member
Joined
Aug 3, 2014
Messages
7
Reaction score
3
First Language
Arabic, English
Primarily Uses
Hey,

Great script, but your Unlimited skill tree system doesn't support other actors? it's not working for me, the last actor is the main for all =/

 

EDIT :- got it, 

you should change 

Actor = Array.new($data_actors.size, Array.new)to

Code:
Actor = Array.new($data_actors.size) {Array.new}
ALSO you got a bit of a problem with Skill learning,

you need to change this

def command_use_point if $game_actors[@actor.id].skill_tree[0] == 0 || confirm_skill_add Sound.play_buzzer @confirm.close @confirm.active = false else @skills_icons[@skill_selected].opacity = 255 $game_actors[@actor.id].skill_tree[0] -= 1 $game_actors[@actor.id].skill_mult[Actor[@actor.id][@skill_selected]['Skill_id']] += Actor[@actor.id][@skill_selected]['Multiply'] $game_actors[@actor.id].skill_tree[Actor[@actor.id][@skill_selected]['Skill_id']] += 1 @info_window.refresh(@actor, @tree) Sound.play_ok @confirm.close @confirm.active = false end end to

Code:
  def command_use_point    if $game_actors[@actor.id].skill_tree[0] == 0 || confirm_skill_add      Sound.play_buzzer      @confirm.close      @confirm.active = false    else      @skills_icons[@skill_selected].opacity = 255      $game_actors[@actor.id].skill_tree[0] -= 1      $game_actors[@actor.id].skill_mult[Actor[@actor.id][@skill_selected]['Skill_id']] += Actor[@actor.id][@skill_selected]['Multiply']      $game_actors[@actor.id].skill_tree[Actor[@actor.id][@skill_selected]['Skill_id']] += 1      $game_actors[@actor.id].learn_skill(Actor[@actor.id][@skill_selected]['Skill_id'])      @info_window.refresh(@actor, @tree)      Sound.play_ok      @confirm.close      @confirm.active = false    end  end
 
Last edited by a moderator:

MHRob

Card Master
Veteran
Joined
Jun 30, 2014
Messages
133
Reaction score
24
First Language
English
Primarily Uses
RMVXA
Pretty neat script, though I haven't had much luck finding a passive script that actually stacks whatever parameter you gain from learning a passive skill each level. It only seems to apply it once and then no longer seems to add anymore.

Also, tried messing with the cursor thing to see if I could make each actors skill tree unique and my god....what a headache that gave me. I think i'll leave that alone....

Great script otherwise!
 

highvoltage

Veteran
Veteran
Joined
Mar 1, 2014
Messages
72
Reaction score
2
First Language
italian
Primarily Uses
 Hello ! Thank you Raizen for creating and shraing this nice script with us ! :)

I have one question : Is it possible to bound the skill trees not to specific actors, but to specific classes?

( Sorry for my poor english ^^ )
i quote this.

Any suggestion/help?
 

MHRob

Card Master
Veteran
Joined
Jun 30, 2014
Messages
133
Reaction score
24
First Language
English
Primarily Uses
RMVXA
Raizen's the script creator. If such a feature isn't already in the script, more than likely it isn't possible unless you're a scripter yourself and can modify the existing script with such a feature. Try to send Raizen a PM with your inquiry.
 

Raizen

Veteran
Veteran
Joined
Oct 24, 2012
Messages
381
Reaction score
660
First Language
Portuguese
Primarily Uses
RMMV
Yeah sorry for the long time to answer >_> , Such a long time I worked on the script, when I tried to read it, I got all lost kk x).

To make it go to classes, I'll have to change a lot of things :/, don't know if I'll have the time for that, I imagine your idea is to have a class choosing system... well you can create many characters that are the same to resolve that problem :/.
 
Joined
Jan 16, 2015
Messages
1
Reaction score
0
First Language
English
Primarily Uses
Hi Raizen, I really enjoy using this script.  I was just wondering what the terms of use are?  Thanks again for the awesome script. 
 

Raizen

Veteran
Veteran
Joined
Oct 24, 2012
Messages
381
Reaction score
660
First Language
Portuguese
Primarily Uses
RMMV
Hi Raizen, I really enjoy using this script.  I was just wondering what the terms of use are?  Thanks again for the awesome script. 
Well you can use it commercially, for me thats not a problem xD, if thats what you are looking for k, just keep me in the credits and you can do whatever you want x)
 

Zero0018

Apprentice
Member
Joined
Dec 24, 2014
Messages
133
Reaction score
1
First Language
English
Primarily Uses
Awesome script. I have a question for you. How would you change it so a point isn't added every level?

I think it's this section of the script:

  #--------------------------------------------------------------------------

  # * Level increase

  #--------------------------------------------------------------------------

  def level_up

    lune_sk_level_up

    @skill_tree[0] += 1 if Lune_Skill_Tree::Add_Skill_pt

  end

end

 

I just don't know how to modify this to make it different. Like can it be changed to every other level? Every 5 levels? How can this be done?
 

Users Who Are Viewing This Thread (Users: 0, Guests: 3)

Latest Threads

Latest Posts

Latest Profile Posts

Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c

Forum statistics

Threads
105,857
Messages
1,017,015
Members
137,563
Latest member
MinyakaAeon
Top