02-14-2015, 04:27 AM
The MicKo Revised system not only allows one to define Skill trees for individual actors, but can allow one to make tree sets for character classes. I intended that the 'configurable switch' in the script, CLASS_TREE_START on line 111 to be set to false rather than true, but ... heheh... I accidentally left the switch turned on, so it is assuming you made trees for every class.
IF you have it set to false, you can make one set of trees (defined as SKILL_ROWS[actor.id]) per actor. IF you forget to make a tree for an actor, the system has NO problem and skips the actor in favor of a blank screen. That would explain the "Estelle was here" screenie as I didn't want Estelle (Actor #5) to have a tree.
BUT... if you have the fore-mentioned switch set to true, you MUST define a set of trees (again defined as SKILL_ROWS(class_id) for each character class. This time, you cannot skip a class. That's why, within the demo, you can see that both the 1st and 2nd party members share the same class tree. They share the same class.
IF you have it set to false, you can make one set of trees (defined as SKILL_ROWS[actor.id]) per actor. IF you forget to make a tree for an actor, the system has NO problem and skips the actor in favor of a blank screen. That would explain the "Estelle was here" screenie as I didn't want Estelle (Actor #5) to have a tree.
BUT... if you have the fore-mentioned switch set to true, you MUST define a set of trees (again defined as SKILL_ROWS(class_id) for each character class. This time, you cannot skip a class. That's why, within the demo, you can see that both the 1st and 2nd party members share the same class tree. They share the same class.