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Rpg maker vx ace skill tree
Rpg maker vx ace skill tree





rpg maker vx ace skill tree

Script'Lune Skill Tree' line 78:NoMethodError occured. Tried that link you just gave me, but importing the script and the resources crashes upon booting up the test: Later down the track even I could get around to making some made up images of what this could look like etc. If anyone willingly wants to help out by any means, even if it's just a snippet of advice or ideas I really appreciate that. Has anyone come across scripts that are familiar like this? Ones that can be understood preferably- I have come across other skill tree type scripts but nothing this basic. I have worked on a lot of RPG projects, sure only one really made it into demo stages (the others becoming corrupted or lost :/) to me, this sounds like asking a fair bit-but in comparison to some of the scripts I have seen I think this is very possible to make. But wouldn't it be a lot more fitting for your character to have more choices to what they want to be or how they want to progress? For my project I aim to have some freedom and to make the game stand out from others giving the player more variety to work with giving a little flavor and more replay value so you don't play the exact same path twice or more.

rpg maker vx ace skill tree

Why I ask this?: Simple rpgs that don't give you that much freedom are easier to make sure. I am more than capable of supplying graphics for skill icons etc, but sadly I do not understand scripting on a "do it yourself scale" I fully understand that this can be difficult to find/make but that is exactly why I thought of asking the members here Presentation: I'm visioning it being laid out that when you level up by whatever means you achieve the EXP points you access your menu and go into a "skill tree" menu or "level up" etc, entering a new menu window that pretty much shows your stats?- and your skill category types like "Magick" "Neutral skills",choosing one of the categories could show you the list of spell types in there own respected college and little icons of the spell type, selecting over them like a shop item shows a description of the spell. Party members might already be fixed on a certain spell list so providing if you want to double that effort or expand your skill set for more means. It might be more fun to make it that you are limited to choose VERY carefully following the type of character you want to make him/her out to be. That can be fun, but the novelty can ware off- you won't even have to worry about consequences of leveling up something over something else knowingly you can get the points to fill the list up regardless. For example There may be a total of 50 skills/spells to choose to acquire by leveling up, but there for achieving 50 points means you learn everything. Limitation: Provided that generally your character reaches a maximum level it may be important to consider how many points you want your character to be able to have. this adds challenge to the game preventing you to being too overpowered too early. Some spells maybe be considered too powerful and require your MAT to be a certain amount, so therefore you have to level up more before unlocking stronger types of spells. Provided that each college holds say 10 default spell types you can learn in your list. Also provided that you want your character to spend skill points on learning new spells from different mage college types, so if you aim to be a necromancer you can focus on learning those spells or perhaps you want to mix and match and go into being a summoner type. Depending on other variables and skills gives you success or consequence eg.

rpg maker vx ace skill tree rpg maker vx ace skill tree

Hi, I'm considering a possible level up structure for my project, I'll try to explain my desired goal as best as possible.Īim: Leveling up stores a point to your main character which you can access via a menu command skill tree set up-Įxample: Spending a skill point to lock picking adds a point to it, which I think could come down to a slight percentage increase, maximum say 80% chance increase (since it would be boring to never fail) this allows you to access doors and chests that normally would either require a key that you cannot obtain by normal means.







Rpg maker vx ace skill tree