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Optionally, you can store Skill Points for an actor in a variable by adding the following to the Actor's Note:
<pSkillPointsVarId:X>
where
Xis 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.
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Recommendation: Remove all skills from the "Learnable Skills" table in the Database for classes.
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Example:
<pSkillPointsVarId:120>
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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.
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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.
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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\
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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.pngskillCell_D_active_01.pngskillCell_D_available_00.pngskillCell_D_available_01.pngskillCell_D_editor_00.pngskillCell_D_editor_01.pngskillCellMask_D.png
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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>Xis the index.0is the default first category name (usually the class name).- Use subsequent indexes for additional category names.
Examples:
-
<pSTCatName_0:Furry>
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<pSTCatName_1:Defense>
Add the following to the Class Note section:
<pSTCatBackImage_X:IMAGE_NAME>Xis the index.0is the background for default first category.IMAGE_NAMEis 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>
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<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>NAMEis 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:pSkillTreeSTR: Text:Skills TreeJS: Show:return trueJS: Enable:return trueJS: Ext:return nullJS: Run Code:SceneManager._scene.commandPersonal()JS: Personal Code:OpenSkillTreeForMenuActor()




