-
Optionally, you can store Skill Points for an actor in a variable by adding the following to the Actor's Note:
<pSkillPointsVarId:X>
where
X
is the variable ID where the game will store the actor's skill points. -
Default Usage: Skill Points are used to learn skills, but you can set the skill cost to 0 if desired.
-
Recommendation: Remove all skills from the "Learnable Skills" table in the Database for classes.
-
Example:
<pSkillPointsVarId:120>
-
Warning: If the plugin parameter "Skill Points Per Level Up Gain" is set to any value, that value will be added to the actor's variable
<pSkillPointsVarId:X>
on level up.
-
OpenSkillTreeEditor();
Opens the skills tree editor for editing skills trees for classes.
WARNING: This script call only works in Playtest mode and requires a mouse.
Note: The game player does not have access to the skills tree editor. -
OpenSkillTreeForActor(actorId, categoryIndex);
Opens the skills tree for the specified Actor ID.categoryIndex
: Index of the category (0 - default).
This script call is for game players to manage their skills in-game.
-
RemoveAllSkillTrees();
Removes all skills trees from the game. -
ModifySkillPointsForActor(actorId, value);
Modifies skill points for the specified actor. -
ClearSkillPointsForActor(actorId);
Clears skill points for the specified actor. -
ResetSkillTreeCategory(actorId, categoryIndex);
- Resets the specified category for the actor.
- All learned skills will be forgotten.
- All spent skill points will be refunded.
- If skill been learned by switch, it will be turned off.
Example:
ResetSkillTreeCategory(1, 0); // Resets the first (default) category for actor 1.
-
HideSkillTreeCategory(classId, categoryIndex);
Hides the specified category for the class. Note: First category (with index 0) cannot be hidden. -
UnhideSkillTreeCategory(classId, categoryIndex);
Unhides the specified category for the class.
- Edit Plugin Parameters
- Edit NUI .json files in
data\PKD_SimpleSkillsTree\
(Do not edit files in the Generated folder!) - Edit Images in
img\pSimpleSkillsTree\
-
By default, three shapes are used: A, B, C.
To add more shapes, update the Plugin Parameters (see "Skill Visual Types"). -
New Shape Example (D):
Create new image files inimg\pSimpleSkillsTree\
for the new shape:skillCell_D_active_00.png
skillCell_D_active_01.png
skillCell_D_available_00.png
skillCell_D_available_01.png
skillCell_D_editor_00.png
skillCell_D_editor_01.png
skillCellMask_D.png
-
Skills Preview Images:
Place images inimg\pSimpleSkillsTree\preview\
-
Animated Skill Previews:
Place .webm files in themovies\
folder (requires VPlayer plugin).
Add the following to the Class Note section:
<pSTCatName_X:CATEGORY_NAME>
X
is the index.0
is the default first category name (usually the class name).- Use subsequent indexes for additional category names.
Examples:
-
<pSTCatName_0:Furry>
-
<pSTCatName_1:Defense>
Add the following to the Class Note section:
<pSTCatBackImage_X:IMAGE_NAME>
X
is the index.0
is the background for default first category.IMAGE_NAME
is the name of the image file without the extension.- Use subsequent indexes for additional category.
- Image should be in
img\pSimpleSkillsTree\
folder.
Examples:
-
<pSTCatBackImage_0:FurryBackground>
-
<pSTCatBackImage_1:DefenseBackground>
If you don't want to use the default icon for a skill, you can set a custom image for it.
Add the following to the Skill Note section:
<pImgForST:NAME>
NAME
is the name of the image file without the extension.- Image should be in
img\pSimpleSkillsTree\
folder.
- Add new Item to Plugin Parameter
Command Window List
- Set next values:
Symbol
:pSkillTree
STR: Text
:Skills Tree
JS: Show
:return true
JS: Enable
:return true
JS: Ext
:return null
JS: Run Code
:SceneManager._scene.commandPersonal()
JS: Personal Code
:OpenSkillTreeForMenuActor()