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The normal character menu would have the skilltree as view only (look at what you have!)
The "shop" or whatever woluld be the place to actually spend the skill points.
Make more sense?
And no, the line cancels the skill upgrade, returning the buzzer sound, when that variable is set to false.
return Sound.play_buzzer
and add a new line below that that says:
return Sound.play_buzzer if $skillUpgradeEnabled
then you can just be all (via script call)
$skillUpgradeEnabled = true
right before the shop call.. or whatever it is you meant.. and
$skillUpgradeEnabled = false
right after~
There are quite a few things I want to implement but I think that would be far too cheeky! One thing that would be a big help is if you have anything that would tweak the skilltrees so that they can be seen through the menu (we've done that one!) but can only be upgraded through the shop.
Thank you again, Vlue.
I don't really, I have a lot of other stuff going on I need to finish first.
Can't hurt to say what you want though, I might have already done something similar before.
And all it took was 3 days and 4 answers from the author to get it running. I must be a genius! ;)
I am honestly reading tutorials... just too impateint to wait until they get to the fun bits!
Thanks again, Vlue.
SceneManager.call(Scene_SkillTree)
but it's meant to be called from the menu. If you want to call it manually, you would do this:
$game_party.menu_actor = $game_actors[actor_id]
before the first script call. Replacing actor_id with the id of the actor you want to open the skill tree for. Example for actor #2:
$game_party.menu_actor = $game_actors[2]
SceneManager.call(Scene_SkillTree)
" SceneManager.call(Scene_SkillTree)
$game_actors[actor_id].add_skill_tree(tree_id)"
Or have I misunderstood? :S
"Game_Interpreter error. line 1411.
Undefined local variable or method 'actor_id' for #<Game_Interpreter:0xb611b14>"
I am obviously failing somewhere. Any thoughts? (turned off all other scripts and the same)
I hope you dont mind f I ask another question, about your "Basic Damage Popup". How can I change the X and Y values to move where the damage numbers are shown? In trying to use Yanfly's Battle Engine it has shifted it off the top left (and in to infinity).
Now, I am clearly being silly - Added script and notetags in class but getting this error :
"Script 'SkillTree' line 415:noMethodError occurred.
undefined method 'icon_index' for nil:NilClass"
Is it anything to do with the initial script call? Cant seem to get that to call without error.
or to a class (and this will affect all actors of that class) and put this (assuming skill trees 3 and 5) in their notebox: <SKILL_TREES [3,5]>
You can set one to an actor and a bajillion to a class (just change the numbers there to the ids of the skill trees you want to use)
When selecting a skill that can be aquired, both the valid (the chime) and invalid (the buzzing) selection sounds play. When the skill can't be aquired, then only the buzzing sound plays.
I commented out line 292, and that seemed to fix the issue without any side effects, but my knowledge of Ruby is extremely limited, so there may be unintended consequences. Just thought that you should know.
As always, a spectacular set of scripts though.
skill_tree = SKILL_TREES[id].clone
I got an error where it said "error: can't clone Nilclass." What am I doing wrong?
Thanks for your help!