Tenoukii 0 Report post Posted May 13, 2011 (edited) I'm getting this error when I try to call the script :( Line 860: @item_max = SkillTree::SKILLS_ROWS[@actor_id].size Edited May 15, 2011 by Tenoukii Share this post Link to post Share on other sites
0 Apidcloud 0 Report post Posted May 15, 2011 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~ Share this post Link to post Share on other sites
0 Tenoukii 0 Report post Posted May 15, 2011 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 :) Share this post Link to post Share on other sites
0 Apidcloud 0 Report post Posted May 15, 2011 (edited) Are you calling the script as in the demo? $scene = Scene_SkillTree.new(1, true) Edited May 15, 2011 by Apidcloud Share this post Link to post Share on other sites
0 Tenoukii 0 Report post Posted May 15, 2011 Yep... it refuses to co-operate with me =I Share this post Link to post Share on other sites
0 Apidcloud 0 Report post Posted May 15, 2011 Download this demo if you don't have it.. it has the explanations about passive and that xD, Besides it isn't empty as yours o.o http://save-point.org/showthread.php?tid=3264 Share this post Link to post Share on other sites
I'm getting this error when I try to call the script :(
Line 860:
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