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Tenoukii

MicKo's Skilltree error

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I'm getting this error when I try to call the script :(

Line 860:

    @item_max         = SkillTree::SKILLS_ROWS[@actor_id].size
Edited by Tenoukii

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5 answers to this question

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Well, SKILLS_ROWS is an hash right?

For what i've seen from the script, only actor_id's will work, i mean, 0 isn't available as an hero.

 

What did you change exactly? It's not that hard to config, besides, it has a lot of comments to help its configuration.

 

SKILLS_ROWS = [{Row number => [skill id, skill id, ...]}]

 

Did you specify those requirements correctly?

 

See you~

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All i changed was the skill ID's in the first characters tree :S

 

I've just re-read the instructions and took this line:

# The first row is set to 'nil' itself as there is no actor #0.

to mean that every ID on the first row has to be set to nil to see if that randomly worked... and I don't get the line 860 error, but I do get one on line 861 now =I

This is the config for the trees that I have. I've only changed the one for actor 1 atm.

 

# Cheyo' only skill tree
                   [{0 => [nil, nil, nil, nil, nil, nil],
                     1 => [nil, 1, nil, 4, nil, 7],
                     2 => [10, nil, nil, nil, nil, 13],
                     3 => [nil, nil, 16, nil, nil, 19],
                     4 => [22, 25, nil, nil, nil, 28]}
                   ],

                   # Basil's two skill trees
                    # Tree 1
                   [{0 => [6  , 1  , nil, nil, nil, nil, nil, nil, nil],
                     1 => [19 , 14 , nil, nil, nil, nil, nil, nil, nil],
                     2 => [30 , 26 , nil, nil, nil, nil, nil, nil, nil],
                     3 => [nil, nil, 11 , nil, nil, nil, nil, nil, nil],
                     4 => [nil, 33 , 21 , nil, nil, nil, nil, nil, nil]},
                    # Tree 2
                    {0 => [nil, 61 , nil, nil, nil, nil, nil, nil, nil],
                     1 => [62 , 63 , nil, nil, nil, nil, nil, nil, nil],
                     2 => [64 , 67 , 66 , nil, nil, nil, nil, nil, nil],
                     3 => [nil, nil , nil , nil, nil, nil, nil, nil, nil],
                     4 => [nil, 69 , nil, nil, nil, nil, nil, nil, nil]}
                    ]
                 ]  


   # == THE SKILL TABS ==
   # This array collection defines the names of each skill tree for each actor
   # in your database.  The array MUST match up with the SKILLS_ROWS array. So
   # if an actor has four skill trees  defined for him alone,  the SKILLS_TABS
   # array must have names for all four skill trees.
   #
   # And again, the first row is set to 'nil' itself as there is no actor #0.
   #
     SKILLS_TABS = [ nil, # <-- keep this set to nil.
                     ["Cheyo"],
                     ["Basil1", "Basil2"]
                   ]



 #--------------------------------------------------------------------------
 # * PART III:  SKILL REQUIREMENTS
 #--------------------------------------------------------------------------  

   # == PREREQUISITES ==
   # Skills that are required before gaining the new one.
   #
   # Syntax: Skill ID => Prerequist Skill ID
   #     or: Skill ID => [array of Prerequist Skill IDs]
   #
   PREREQUISITES = { 
                   }  


   # == POINTS COST ==
   # Default is set to 1, so if you want all your skills to cost 1 skill point,
   # just leave this blank.
   #
   # Syntax:  Skill ID => Skill points cost
   #
   POINTSCOST = {1 => 10, 4 => 10, 7 => 10, 10 => 20, 13 => 20, 16 => 30,
                 19 => 30, 22 => 40, 25 => 40, 28 => 40
                }                  


   # == SPENDING POINTS ==
   # Skills are only unlocked when 'X' amount of points have been spent
   # within the skill tree.
   #
   # Syntax:  Skill ID => Spent points needed in tree
   #
   SPENTPOINTSNEEDED = {  1 =>  0, 4 =>  20, 7 =>  0, 10 =>  30, 13 => 30,
                         16 => 70, 19 => 70, 22 => 100,  25 => 100, 28 => 100
                       }


   # == RANK ==
   # Skills that may increase and change when more points are applied.
   # The actual skill increases one ID to another according to the database
   # so a Heal skill raising 2 more levels may becomes a Mass Heal skill.
   #
   # Syntax:  Skill ID => Number of ranks
   #
   RANKS         = {  1 => 5,  6 => 5,  11 => 3,  14 => 5,  19 => 2,
                     21 => 5, 27 => 3,  30 => 3
                   }


   # == PASSIVE EFFECT:  ACTOR ==
   # Skills within this group will give the actor bonuses to their max HP,
   # Strength, Physical Defense and like scores.  The skill must be learned
   # within the Skill Tree for the bonuses to take effect.
   #
   # Syntax:  ID => [ MaxHP+, MaxSP+, STR+, DEX+, AGI+, INT+, PDEF+, MDEF+ ]
   #
   PASSIVEACTOREFFECT = { 11 => [10,30,1,2,3,4,5,6],
                          12 => [15,30,1,2,3,4,5,6],
                          13 => [20,30,1,2,3,4,5,6]
                        }  


   # == PASSIVE EFFECT:  SKILL ==
   # This lets the selection of one skill within the skill tree change the
   # effect of another skill.  Descriptions, SP Cost, Animations and the like
   # are subject to the targetted skill.
   #
   # Syntax:  ID => [target_ID, "description", scope, occasion, anim1_id,
   #                 anim2_id, Menu SE, common ID, SP Cost, power, atk, eva,
   #                 str, dex, agi, int, hit, pdef, mdef, var, element array,
   #                 added states array, removed states array]
   #
   PASSIVESKILLEFFECT = {  14 => [1, "Description changed!", nil, nil, nil, nil,
                                  nil, nil, 10, -1000, 100, 100, 100, 100, 100, 
                                  100, 100, 100, 100, 15, [1,2], nil, nil]
                        }


     # In this example, the skill with ID 1 will change this way :
     # Description will be changed to "Description changed!", SP cost will be
     # changed to 10, power will be changed to -1000, etc.
     # Note that for the options you don't want to change, you just need to write 
     # nil. Also, elements should always be (unless you put nil) an array :
     # [element ID, element ID, ...]. Same for added states and removed states.

 

 

And I've only changed up to Spending Points as I have no clue what the Rank and Passive bit does. It probably says in the features section of the scripts post, but I can't remember.

 

Thanks :)

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  • 0

Are you calling the script as in the demo?

 

$scene = Scene_SkillTree.new(1, true)

Edited by Apidcloud

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