Lune Unlimited Skill Tree

Udlice

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Hi,

I have the same issue as GundorfTheBlu and LarryRiver ( I can't have a unique tree for a character ) and I'd like to know if there is a solution to this.

But thanks for this awesome script, though.
 

Official Lost Souls

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I'm having a spot of trouble with your system.

It's giving me this syntax error:

"Script "Skill Tree" line 654:

unexpected $undefined 

   speed_y = (goto_y - @ cursor.y)/10
 

Raizen

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Did you start a new game?

Loading an old one with the script can cause some issues.

Also... strangely it should be 

speed_y = (goto_y - @cursor.y)/10

See if you didn't put a space accidentally on that line :)
 

fallenlorelei

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I don't know how to add support for multiple party members :( I have your default abilities set to Actor[1][#], but when I have Actor[2][1], Actor[2][2], Actor[2][3], etc. the scene doesn't recognize that it's a totally different actor. It brings up the same scene as Actor 1. I added a new party member to your Demo but it does the same thing.

Also, how would I have a different background image for each different actor? Because my different actors have different skill trees, and their arrows will point in different ways.

Edit: Ah, before anyone goes out of their way for me, nevermind ^__^; I've decided to simply make an evented skill tree system instead~
 
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Raizen

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Anyway xD, you needed to configure the 0 slot for each actor

#=========================================================================
# Actor 8 => Main Configuration
# Note that 0 on the skill parts is the main configuration for that actor.
#=========================================================================
Actor[8][0] = {

That way you can set the images
 

PsychoByNatureX

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Hi there. Just found this script and was checking it out just now but not at home to test it yet. Was wondering if its compatible with yanflys "learn skill" script and yanflys "jp manager" script or would those scripts not be needed any more
 

Zefer

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I am having the same issue as a previous poster. I'm doing a scene call for the skill tree, but the skill scene still overlaps with the skill tree. You gave him instructions, but I didn't really understand.

- 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  :)

I did a search for class Scene_skill < Scene_ItemBase and only returned 4 values, the Main Ruby Script and 3 other scripts I use. I'm still learning how to script, but I'm assuming changing class Scene_Skill < Scene_ItemBase on the Main Ruby Script would be a bad thing?
 

Ipathsk8n7

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Hello. Thanks for the script. It's awesome. I was curious if there is a way to change the skill trees to show up depending on class and not actor. Since I'm using a character creator the character I'll be controlling will always be actor 1. So I don't want a warrior to have a Mage skill tree etc. is that possible to make that change from actor to class? Thanks again.
 

Alexandra

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Very much a newbie question. Skills themselves seem to be working fine, but every time I tried to access them I was told that RPG Maker couldn't find the graphics being used, and I could only get to my characters skills after removing all of the graphics. Is that an issue others are having, or do I need to refer to specific IDs rather than skill names when pulling graphics? I also noticed that the demo uses some graphics not in the base RPG Maker, and had questions about those (we're they in the demos files? May I use them along with the script?)


Edit: Nevermind, fixed it.
 
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goodmanalex

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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


I also want exactly that  :(
 

Nanaki_Fan

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I need some help with this,


I cannot figure out how to get a different tree to show for a different character. It just shows me the same tree for each character. I have changed all the correct settings but it will only show one tree.


For example I have copied the actor configuration and placed under the actor 8 section and replaced actor 8 with actor 1 but it still will only show actor 8 skill tree.


So I have this for actor 8:


#=========================================================================
# Actor 8 => Main Configuration
# Note that 0 on the skill parts is the main configuration for that actor.
#=========================================================================
Actor[8][0] = {


and this for actor 1:


#=========================================================================
# Actor 1 => Main Configuration
# Note that 0 on the skill parts is the main configuration for that actor.
#=========================================================================
Actor[1][0] = {


Anyone got any ideas?
 
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Nanaki_Fan

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Still looking for a solution to my problem if anyone knows anything please let me know!
 

Vector

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In regards to this script not applying unique skill trees to actors properly. Osaed had a simple solution that worked for me on page 2. I'll re-post it here.


Change:


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


to


Code:
Actor = Array.new($data_actors.size) {Array.new}



I believe this will solve a lot of peoples problems.
 
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Hello, I am having some trouble. The pictures and positioning went great but when I move on the skill tree it crashes my game and gives me the error:

No implicit conversation from nil to interger
 

Kes

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@KittyEntertainment Could you post a small screenshot of the actual error message, as I think you have mistyped it. It may also give the line number.
 

Kes

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Yes, I thought it would be 'conversion', not 'conversation'.

Have you edited/configured the script in any way? The reason I ask is that in the demo version of this script, line 931 simply reads:
class Game_Interpreter

Could you give a screen shot of the section in your script where this line occurs so that someone with scripting knowledge can see more clearly where the problem lies.
 

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