Skill Trees System

Danielcross

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Is anyone else having trouble updating skills in saved games? I'm adding skills but I don't see them unless I start a new game.
 

SomeFire

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Yes, it was noticed by Steam user recently. Will be fixed in next update.
 

Danielcross

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Yes, it was noticed by Steam user recently. Will be fixed in next update.
Which is weird, cause I could've sworn it was working fine before. Is it due to a RPGmaker update?
 

Danielcross

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Plugin update.
Thanks. Is there a way currently to "refresh" skilltrees through a plugin command or script call?

Edit: Changing classes is one way to "refresh" skill trees, but I found that you can't refresh your skill tree by changing to the same class that character already was. So I'm looking for a way to reset a character's class.

Edit2: figured out a workaround. Just create duplicates of each class and switch the duplicate class and the skill tree will be refreshed.
 
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kako05

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Thanks. Is there a way currently to "refresh" skilltrees through a plugin command or script call?
you need to read a party member and use the "initialize" option to apply changes in your skill trees.
 

Danielcross

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you need to read a party member and use the "initialize" option to apply changes in your skill trees.
The same error persists even when initializing characters, but I found a workaround.

Edit2: figured out a workaround. Just create duplicates of each class and switch the duplicate class and the skill tree will be refreshed.
 

Lunam

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Im using a different iconset, how can I change the arrow icons in the trees? Theyre clouds right now XD
 

SomeFire

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@Lunam, add arrows to your iconset, then find arrow objects in the `SkillTreesConfig.js` and change their icon IDs. See next code:
JavaScript:
/**
 * Arrow pointing down.
 *
 * @type {Arrow}
 */
arrowDown = new Arrow(28);

/**
 * Arrow pointing from top left corner to right down.
 *
 * @type {Arrow}
 */
arrowRight = new Arrow(30);

/**
 * Arrow pointing from top right corner to left down.
 *
 * @type {Arrow}
 */
arrowLeft = new Arrow(29);
 

KaosChrist

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Is there a way to fully disable the tree specific SP text in the menu? As in if the tree was Fire it normally says SP in Fire: 0. Just to disable that. Get rid of it
 

SomeFire

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@KaosChrist, you can comment drawing code in `SkillTreesSystem.js`.
Just replace
Code:
if (this._tree)
    this.drawActorTreePoints(this._actor, this._tree, Window_Base._faceWidth, this.lineHeight() * 2, w * 2);
to
Code:
// if (this._tree)
//     this.drawActorTreePoints(this._actor, this._tree, Window_Base._faceWidth, this.lineHeight() * 2, w * 2);
 

KaosChrist

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@KaosChrist, you can comment drawing code in `SkillTreesSystem.js`.
Just replace
Code:
if (this._tree)
    this.drawActorTreePoints(this._actor, this._tree, Window_Base._faceWidth, this.lineHeight() * 2, w * 2);
to
Code:
// if (this._tree)
//     this.drawActorTreePoints(this._actor, this._tree, Window_Base._faceWidth, this.lineHeight() * 2, w * 2);
Thanks. I love your plug in.
 

Frostorm

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I'm having trouble loading any saved games w/ this plugin installed. And it's not old save files either, I'm talking about new save files created AFTER this plugin was installed. To show you wut I mean, I installed YEP_SaveCore to your Demo project and started a new game w/ everything untouched. Then I save the game, creating a new save file. The issue comes up w/ I try to load that save file I just saved. Basically the save file doesn't load and it just gives me the error/can't do that sound effect.

Amazing plugin btw, it's definitely a keeper. I just need to get it working w/ YEP_SaveCore...

Edit: Ok, so it's not an issue w/ YEP_SaveCore cuz I ran your demo completely stock and I can't load any save files...

Edit2: Nvm, I think it's cuz of all the custom trees I made in SkillTreesConfig.js -.-
I guess I'm not allowed to delete the stock trees? Cuz I made a bunch of my own trees but I don't want the default trees to show up...

Edit3: Ok, I've narrowed it down to it requiring the skill tree for class 2, otherwise save files don't load. I find this strange cuz I the only class I use for my actors in my test project is class 1 (1st class in database editor).skilltreedebug.png
Basically, I'm not allowed to delete the highlighted tree in this screenshot.

Ugh, when I try deleting the stock skills it results in all characters having "no tree"

Edit4: OMG! The issue was a single missing comma! Sigh... @.@
At least now everything works perfectly, yay!! ^.^
 
Last edited:

Frostorm

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Is it possible to change how MP/TP costs are displayed? In my game TP is renamed "Focus" or FP for short under the Terms tab in the database. How do I get the plugin to use the same naming convention?Screenshot.png
Notice how it still says TP in the screenshot.
 

SomeFire

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Open `SkillTreesSystem.js` and find next function:
JavaScript:
Description_Window.prototype.drawCastCost = function(skill, x, y) {
Here you can edit MP and TP text. I will add fix to show database terms instead of hardcoded `MP` and `TP` in next update. I've finished updatable trees, so, plugin will be updated this week.
 

Frostorm

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Open `SkillTreesSystem.js` and find next function:
JavaScript:
Description_Window.prototype.drawCastCost = function(skill, x, y) {
Here you can edit MP and TP text. I will add fix to show database terms instead of hardcoded `MP` and `TP` in next update. I've finished updatable trees, so, plugin will be updated this week.
Thank you! It would also be cool if you could include the skill cooldown as well. Hopefully you can squeeze it in the next update. ^.^

This plugin is literally better than every other skill tree plugin out there!
 

Dcraft

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I am having a problem with yanfly base param control and yanfly passive states. When a skill that has a passive state is learned from the skill tree the state appears active but has no effect, in a more specific case I made a state that increases maxhp, if it is obtained by a passive skill from a skill learned from the tree it will not change the hp; works well if attached to a weapon and others. I know the problem is with yanfly base param because I made a new project and isolate the skill tree plugin, passive state and base param so when I disable base param it works correctly and the status takes effect normally
 

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