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FELSKI_SKILLTREE

A complex plugin to create skilltrees for RPG Maker MV · By Felski

Alchemy Skill Tree that uses Common Events?

A topic by Gumbanomicon created Jan 02, 2019 Views: 1,393 Replies: 10
Viewing posts 1 to 9

Hi all, 

I've been on these forums quite a bit lately. I guess I've been using the heck out of this awesome plugin. Anyways I am attempting to make an Alchemy skill tree for an actor.  Each node is basically setup to teach the actor a "Craft" skill and triggers a common event that adds a hidden recipe to my inventory. The actor uses the skill to open the specific craft window. I created the skill tree and I have already tested the crafting. I am getting an error with the new skill tree when I attempt to open the skill tree menu. I am unsure what the error means. I was hoping someone can help me trouble shoot. I look forward to hearing from anyone about this error.

Also a quick question on hidden switches, I am assuming I use switches from my game database? It appears that I can activate a switch when a node is activated and then the next node can be hidden until the previous node is activated. I just want to make sure I understand hidden nodes before I progress to far.


Developer

Hi Gumbanomicon,

the error is most common when you reference a parent node that doesn't exist in the tree. Can you check your alchemy skill tree for missspelled parent nodes.

When you talk about hidden switches, do you mean the visibility requirements for tree nodes? Yes, you can use RPG Maker switches as requirements for the tree node to be fully visible. The switches need to be turned ON for the node to be visible. So your idea of turning ON switches once you've learned the node before will work perfectly.

Best regards,

Felski

Alright I've looked the skill tree over several times for spelling errors and typos including extra spaces. I found nothing. I did notice I structured this skill tree differently. I did all of lane 1, then all of lane 2, followed by all of lane 3. Then I made the end of lane 1, 2 and 3 parent nodes to a node at the end of lane 2.  Lane 1 and 3 are each 6 deep and lane 2 is 7 deep. Would that cause the error? Is the parent node at the end of lane 1 to far away from the final node in lane 2? Let me know what you think. I would hate to have to restructure this skill tree all over but I will if it can't be helped. Thanks again.

Developer

That shouldn't lead to an error. If you're willing to upload the Techtree.json to https://pastebin.com/ and share the link here I can check the tree for you.

Best regards,
Felski

Deleted 5 years ago
Developer

Hi Gumbanomicon,

sorry for coming back at you so late. I've checked your tree, and boy, that thing is massive. Its awesome to see people use this tool to make awesome stuff. Thank you!

Regarding your issue. The parent for Moderate Elixer is Minor Elixer. In the Techtree.json, there are two spaces between Minor and Elixer. That leads to the error. Check line 4221 of the pastebin you posted.  Removing one space fixes the issue. 

Best regards,
Felski

Thanks so much that worked! 

As for the reason my skill tree is so huge, well that's because in my game each actor has three skill trees and a possible 4th skill tree they may quest for. I am only working on three per actor at the moment though. I believe I only need 5 more skill trees. It's a huge undertaking but it will be worth it.

I also have a question about switches and hidden nodes. Unless I am mistaken I can clearly see that the 2nd to last node in this skill tree is shaded differently. Is it suppose to be that way, if so can I make it look like the others instead? The node does work and reveals the last node (the hidden one) when activated. Also the last node has overlapping text. Would you happen to know why?

Also please don't worry about time. This is just a hobby I enjoy, and I am creating my game alone.  No deadlines or anything crazy. I am just happy you find the time to answer my questions. 

Developer

Hi Gumbanomicon,

there are different shading for nodes. In the demo active nodes are golden, nodes that you can learn next are green and inactive and hidden nodes are dark greyish. You can change this by changing the window skins graphics in the gamefolder/img/system/techtree/.
Those graphics are basicly window skins like the gamefolder/img/system/Window.png, so you can use any window skin combination you like.

Can you post a picture of the overlapping text in the last node?

Best regards,
Felski

(1 edit)

Please look very closely.  Its the header, icon, and costs.

UPDATE: I figured it out. I was playing with the node colors and noticed the node I had altered was still shaded. Then I realized Miracle Potion (2, 6) had Philosopher's Stone also at (2, 6). Because it was overlapped it had the shaded node on top of it. I thought that effect was because it was hidden hence my prior question about node colors. Though after looking at the node colors I think a text document listing the effects you used to create the node colors and the effects used would be helpful for anyone interested in creating their own. Perhaps even listing a few extras as Alternative1, Alternative2, etc.  Anyways I was wondering what happens if no node graphic is used for hidden nodes? Will it create an error or would no graphic be shown. I want the hidden node to be a surprise for the player and at the moment it leaves a shaded box with no text. Also thanks for helping me learn your plugin. Its quite different from anything I have worked with before.

(3 edits)

Ok, when I get off work at 5pm central time I'll post the screen shot I took. I just forgot to upload it last night when I posted this. Sorry about that. The rest of what you said makes since and I'll take a look at that after I upload the screen shot.

UPDATE: I figured it out. I was playing with the node colors and noticed the node I had altered was still shaded. Then I realized Miracle Potion (2, 6) had Philosopher's Stone also at (2, 6). Because it was overlapped it had the shaded node on top of it. I thought that effect was because it was hidden hence my prior question about node colors. Though after looking at the node colors I think a text document listing the effects you used to create the node colors and the effects used would be helpful for anyone interested in creating their own. Perhaps even listing a few extras as Alternative1, Alternative2, etc.  

Anyways I was wondering what happens if no node graphic is used for hidden nodes? Will it create an error or would no graphic be shown. I want the hidden node to be a surprise for the player and at the moment it leaves a shaded box with no text. Also thanks for helping me learn your plugin. Its quite different from anything I have worked with before.

Developer

Hi Gumbanomicon,

you could use a transparent picture of the same size. That should lead to a hidden node. Sadly the arrows would still show up. I will consider adding a real hidden option for the nodes for the next update.

I will also update the texts or maybe create a tutorial or documentation file for the plugin. It seems that there is much to know already.

Best regards,
Felski

There is a lot to know but I feel this is a great plugin. A tutorial is probally needed. It may of saved you some time while I was learning the essentials of the plugin. There will be people that will use this plugin as is and then there will be people who will want to get creative. A text document in the appropriate folders with proper instructions will assist them with the creative aspects. 

A real hidden option with no arrows would be great. I would really like to see an option for costs to be hidden after a node is activated or at least an option to alter their colors afterwards. I started a thread for suggestions. I'm not sure how many people have downloaded the plugin but I can't be the only one with questions.

Thanks for everything. Feel free to contact me anytime. Good luck