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If so, yeah, no sight of arrows.
https://victorenginescripts.wordpress.com/rpg-maker-mv/passive-states/
Find "Scene_SkillTrees.prototype.refreshActor" function and set actor to your actor like "$gameActors.actor(23)"
Trying to adapt the plugin to act as a "research" skill tree for space government.
So it would be something like:
1. Script call: Open skill tree menu (Actor 23) (instead of selecting in main menu)
- Added actor and tree to OnLearnAction.act() method.
- Added text command to show unspent skills.
- Added script calls to reset skills.
- Fixed possible bug with big skill cursor when Window_Selectable spacing was overwritten.
- Fixed bug when skill cooldown wasn't shown without MP/TP.
- Fixed game crashes when actor have no trees.
- Improved font size for long skill descriptions. Font will be lowered for long description.
- Text for maxed skill level can be changed as plugin parameter.
- Reworked example skills and demo.
- Show YEP skill cooldown and warmup.
- Add possibility to use SP and JP simultaneously.
- Add confirmation button to learn skills.
- Fixed bug which gives skill point on resetting empty tree.
- Fixed MP and TP naming in skill description window.
- Trees are updatable now.
- Reworked separate points pool.
- Added script call to hide tree.
Migration guide from 1.7 to 1.8:
`Skill` objects got additional parameter - symbol. Take your skills and add unique symbol to their constructors as first argument like in example:
```
guard = skill([2], [[cost(1)]]);
guard = skill('guard', [2], [[cost(1)]]);
rampage = skill([15], [[cost(3)]]);
rampage = skill('rmpg', [15], [[cost(3)]]);
```
You can find short tutarial here [github.com].
https://www.dropbox.com/s/l1rw6bh5edhiz0l/SkillTreesConfig.js?dl=0
> I was trying to do the \i[x] (for icon) in the names of the skill trees that appear at the top
It doesn't work for tree names, only for skill descriptions.
> Yeah I can replicate it in your demo too.
Yes, because trees in .js file are templates. When player starts a new game actors receive copy of this templates. So, when you edit .js file you don't edit copy in saved game. I will think to change it.
1. Start a New game, take a look at your first tree.
2. save the game.
3. Close out of game, go to the config file, try to add another arrow, or a new skill to the existing tree.
4. Load up your game, you'll see that only the old tree is there, like it needs to be "refreshed" or something.
5. Load new game and you will see the updated newer tree that you made in your config file.
https://youtu.be/YZF4GKZ7XbI
is it ok to use visual studio code?
SkillTreesSystem.actor2trees = {
1: new SkillTrees(0,
[new SkillTree('Bandit', 'Bandit_tree', [
// Null represents empty square in the skill window.
// Arrow points from one skill to another.
null, null, null, attack +, null, null, null,
null, null, arrowLeft, arrowDown, null, null, null,
Where do I put this? Do I need any other code?