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I think the treeObj.iconId() refers to the icon id that it will draw.
So it's in Skills_Window.prototype.drawItem starting on line 767 (772 draws the icon). Reading through the Skill class in the config file, it looks like you should be able to doThe problem was that I did not find a way(or didn't understand how) to get the skill Id that was currently being drawn. The code above will work if we just found a way to know this.
$dataSkills[treeObj.lvls[index]].id
SomeFire Given the code above, would you have any insight into this?
Well, that was in response to a proposed filter or overlay of some sort. This is an entirely different approach via a separate png file. But anyway, I'll try what you suggested, thx!It seems odd that you would ask - he wrote a random post saying "Maybe you can do this but maybe you can't, and I can't help." What makes you think he would have any insight?(I really don't mean this to be mean, but it was a strange post that didn't seem to say anything except "I don't know")
Um...how did you "try it"?But anyway, I'll try what you suggested, thx!
if(this._actor.isLearnedSkill($dataSkills[treeObj.lvls[index]].id)){
this.drawIcon(treeObj.iconId(), x, y);
}else{
this.drawIconGray(treeObj.iconId(), x, y)
}
if (skill.isAvailableToLearn(this._actor, this._tree))
if (this._tree.skills[index].isAvailableToLearn(this._actor, this._tree)) {
if (this._tree.skills[index].isAvailableToLearn(this._actor, this._tree) || this._actor.isLearnedSkill($dataSkills[treeObj.lvls[0]].id)) {
this.drawIcon(treeObj.iconId(), x, y);
} else {
this.drawIconGray(treeObj.iconId(), x, y)
}
Nice you got it working!!View attachment 203883
That did it, thanks!
Edit: Hmm, now that I'm playing around w/ it...I think it would look/feel even better if instead of "if skill x is learned", the condition should be "if skill x is learnable". Something like:
if (skill.isAvailableToLearn(this._actor, this._tree))
Edit2: Of course it didn't work lol, oh wells. XD
Edit3: Solution!if (this._tree.skills[index].isAvailableToLearn(this._actor, this._tree)) {
Edit4: Ooh, I actually need to combine both conditions to get it how I want. Like so...
JavaScript:if (this._tree.skills[index].isAvailableToLearn(this._actor, this._tree) || this._actor.isLearnedSkill($dataSkills[treeObj.lvls[0]].id)) { this.drawIcon(treeObj.iconId(), x, y); } else { this.drawIconGray(treeObj.iconId(), x, y) }
if (treeObj.isEnabled(this._actor, this._tree)) {
this.drawIcon(treeObj.iconId(), x, y);
} else {
this.drawIconGray(treeObj.iconId(), x, y)
}
Bug.its seem Scene_SkillTrees and Scene_Menu combine together.
Scene_SkillTrees.prototype.constructor = Scene_Menu;
Scene_SkillTrees.prototype.constructor = Scene_SkillTrees;
guard2 = skill('guard2', [2], [
[cost(1), switchReq(1)], // Requires switch 1 to be true.
], [
[changeVar(1, 2)] // On learn action, which increase the game variable 1 by 2.
]);
I think no. I don't know how luna engine works.Hey is it possible to customize this plugin with luna engine
11 is a class number? You should use treeId (symbol) instead of class number.Hello SomeFire!
I don't remember if it was asked before (i was away from creating for some time), but how do i remove skill points from one class's tree?
I tried the following: "actor.addTreesPoints(-10, 11);", but this command didn't do anything....
I am doing something wrong?
No, it works only for points in "Cost" requirement.Hey, does reseting a skill tree reset the variables back to 0?
SkillTreesSystem.resetSkillTree = function(actor, tree) {
if (req.type === "points")
points += req.price;