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Skill Tree, Battle on Map

Is it possible to have a "actual" skill tree? If you played some games like Sinjid':| , they have skil trees. Does any1 have a script?

eg.
You view the skill tree:
You want to learn Mass Fire, but you need Fire lv 5 and a level of 25 for your actor, is there somethign like this??

Also, can you battle on the map from where u are, eg

ure in a forest and theres like 4 trees around, when u encounter, ur moing into positions, still on the same map to fight the enemy, is there a way to do that?

Has any1 heard of this? O_o
Active Dimension Battle System, i mite have said it rong, its from FFXII

Just forgot images, itll be on.:p
edit, cant put it on, hold on
edit2, how do i put it on without attachment?
 
here is a script that allows you to fight with the battle background being the map that you were walking around on. hope it helps.

just insert it above main and below any battle system that you are using.

#==============================================================================
# â–  Spriteset_Battle
#------------------------------------------------------------------------------
# This class contains the set of sprites used in the Scene_Battle class, such
# as the enemies, actors, battle background, and any pictures being displayed
#==============================================================================

class Spriteset_Battle
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
def initialize
@viewport1 = Viewport.new(0, 0, 640, 480)
@viewport2 = Viewport.new(0, 0, 640, 480)
@viewport3 = Viewport.new(0, 0, 640, 480)
@viewport4 = Viewport.new(0, 0, 640, 480)
@viewport2.z = 101
@viewport3.z = 200
@viewport4.z = 5000
@battleback_sprite = Tilemap.new(@viewport1)
@battleback_sprite.tileset = RPG::Cache.tileset($game_map.tileset_name)
for i in 0..6
autotile_name = $game_map.autotile_names
@battleback_sprite.autotiles = RPG::Cache.autotile(autotile_name)
end
@battleback_sprite.map_data = $game_map.data
@battleback_sprite.ox = $game_map.display_x / 4
@battleback_sprite.oy = $game_map.display_y / 4
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy))
end
@actor_sprites = []
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@actor_sprites.push(Sprite_Battler.new(@viewport2))
@weather = RPG::Weather.new(@viewport1)
@picture_sprites = []
for i in 51..100
@picture_sprites.push(Sprite_Picture.new(@viewport3,
$game_screen.pictures))
end
@timer_sprite = Sprite_Timer.new
update
end
#--------------------------------------------------------------------------
# ● Dispose the battle spriteset
#--------------------------------------------------------------------------
def dispose
@battleback_sprite.tileset.dispose
for i in 0..6
@battleback_sprite.autotiles.dispose
end
@battleback_sprite.dispose
for sprite in @enemy_sprites + @actor_sprites
sprite.dispose
end
@weather.dispose
for sprite in @picture_sprites
sprite.dispose
end
@timer_sprite.dispose
@viewport1.dispose
@viewport2.dispose
@viewport3.dispose
@viewport4.dispose
end
#--------------------------------------------------------------------------
# ● Update the battleset sprite
#--------------------------------------------------------------------------
def update
@battleback_sprite.update
@actor_sprites[0].battler = $game_party.actors[0]
@actor_sprites[1].battler = $game_party.actors[1]
@actor_sprites[2].battler = $game_party.actors[2]
@actor_sprites[3].battler = $game_party.actors[3]
for sprite in @enemy_sprites + @actor_sprites
sprite.update
end
@weather.type = $game_screen.weather_type
@weather.max = $game_screen.weather_max
@weather.update
for sprite in @picture_sprites
sprite.update
end
@timer_sprite.update
@viewport1.tone = $game_screen.tone
@viewport1.ox = $game_screen.shake
@viewport4.color = $game_screen.flash_color
@viewport1.update
@viewport2.update
@viewport4.update
end
end


also for pictures and such, to show them without attachments go to http://www.imageshack.com and upload them there, then use the code that they give you and paste that here.
 

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