that script runs from the information input into this script here:
module ST_setup
################################################################################
# * Setup * #
# Basic? - Skill Tree - of Awesome v1.22 #
# 19 Feb 2011 #
################################################################################
# Author: Leongon #
# Contact: carlos_gon47@hotmail.com (or PM leongon on the board below) #
# Licence: Free for commercial and non-commercial proyects, just credit. #
# Share: Exclusive for www.rpgrevolution.com #
# If you want to share it outside give a link only, please. #
################################################################################
# This is my very first big non-so-basic script, and I'm very proud of how it #
# got done, almost exactly what I wanted to accomplish when I start writing it #
# about a week ago. #
# ---------------------------------------------------------------------------- #
# As the name says, this script introduces the very popular function from most #
# MMORPGs: Skill Trees, or talent trees if you prefer, for your heroes. #
# #
# You need to work only in this one, the Core manages the info you give here #
# and builds the system. #
################################################################################
# Instructions # #
################ #
# #
# This works pretty much like Tankentai's action sequences building. You'll #
# need to create objects that you must organize at the end in the final trees. #
# I put descriptions and syntax in each sections to help you on understanding #
# how to build your trees. So read each carefully. #
# #
# Actually I made it to be able to work like Diablo II and World of Warcraft #
# talent systems. Combine both systems if you want. Play with the object's #
# requirements to make it work as you like. #
# #
# If you don't understand this, play the Tutorial, is almost a game more than #
# a demo, and it will carry you around some of this script posibilities, and #
# teach you how to use them. #
# #
# If you still need guidance, find bugs or have ideas, reply on the thread. #
# I will answer everything that is not already explained here, the thread or #
# in the tutorial, if I'm still around. (One never knows what the life have #
# for fate) #
# #
################################################################################
################################################################################
# Command List # Commands for use on script call events #
################ #
# Commands: #
# #
# ST_command::show(mode, actor, exit) - Opens directly an actor's tree. #
# #
# ST_command::reward(mode, actor, quantity) - Give extra points to an actor. #
# ST_command::reward_party(quantity) - Give extra points to party. #
# #
# ST_command::reset(mode, actor) - Reset an actor's skill trees. #
# ST_command::reset_party - Reset entire party skill trees. #
# #
# ---------------------------------------------------------------------------- #
# Values: #
# #
# mode 0 - Target actor by party position. #
# 1 - Target actor by actor name. #
# 2 - Target actor by actor ID. #
# #
# actor Actor position, name or ID, depending on mode. #
# #
# exit true - Exits to Map uppon leaving the Skill Tree scene. #
# Ommit for exiting to menu. #
# #
# quantity Amount of skill points to reward. #
# Ommit to reward one point. #
# #
################################################################################
#------------------------------------------------------------------------------#
# * General Settings * #
# #
# --------- System ---------- # ---------------------------------------------- #
ST_menu_pos = 2 # Menu index to land when exiting Skill Trees. #
ST_scale_mode = true # (true-false) Skills that require actor level #
# will scale with each point spended, requiring #
# one more actor level each time. #
ST_level_up_point = true # (true-false) Gain a skill point on level up. #
ST_first_skill_point = 10 # Actor lvl where start gaining skill points at. #
ST_confirm_popup = true # (true-false) Require confirm for spend point. #
ST_notalents_popup = true # (true-false) Show warning pop-up for actors #
# without skill trees available. #
ST_notalents_popAN = true # (true-false) Include actor's name in warning #
# string for actors without skill trees. #
# -------- Language --------- # ---------------------------------------------- #
ST_menu = "Talents" # Menu selection command. Will be used on menu #
# access to the skill trees. #
ST_voc_max = "Maxed" # Skill maxed. #
ST_voc_unl = "Not Learned" # Skill still not learned. #
ST_voc_now = "Now: " # Actual skill level description. #
ST_voc_nex = "Next: " # Next skill level description. #
ST_voc_cur = "Skill Points:"# Currency count. #
ST_voc_req = "Require:" # Title for requirements. #
ST_voc_lvl = "Hero level " # Hero level required. #
ST_voc_one = " point in " # One point required. #
ST_voc_many = " points in " # More than one point required. #
ST_voc_q = "Are you sure?" # Confirm box question. #
ST_voc_ok = "Ok" # Confirm selection. #
ST_voc_cancel = "Cancel" # Revoke selection. #
ST_voc_noSTpop_pre = "" # Text before actor's name for no-tree warning. #
ST_voc_noSTpop_pos = " doesn't seem to be able to improve talents." # Text #
# after actor's name for no-tree warning. #
ST_voc_noSTpop = "Continue" # Command for actors without skill trees #
# -------- Graphics --------- # ---------------------------------------------- #
ST_zero_sp_color = 10 # (0-31) Color for zero skill points. #
ST_skillname_color = 14 # (0-31) Color for selected skill's name. #
ST_arrow_disabled = 118 # (0-255) Alpha for disabled arrow objects. #
ST_skill_disabled = 138 # (0-255) Alpha for disabled skill objects. #
ST_show_obj_lvl = true # (true-false) Show object level over the icons. #
ST_arrow_hue = 155 # (0-360) This is the color variance of the #
# arrow's graphics. #
ST_imageback = 240 # (0-255) Alpha. Replaces the main tree window #
# background with an image. To disable this mode #
# use false. Images must be at 206x348 size, in #
# Graphics/System/ folder, matching the tree #
# names in Tree Building section. (Ex: ARMS.png) #
ST_windows_var = 6 # (ID) Game-variable ID that controls windows #
# distribution on the screen. Change the value #
# of that variable from 0 to 7, try them all. #
ST_tree_selection = 0 # (0-2) Tree selection windows work option. #
# 0: Animated cursor. 1: Steady cursor. #
# 2: Colour name, no cursor. #
ST_treeselection_color = 10 # Color for tree selection option 2. #
#-----------------------------#------------------------------------------------#
ST_arrow = [ # Don't touch.
#------------------------------------------------------------------------------#
# * Arrow Graphics List * #
# #
# You don't need to touch this section unless you change the arrow's order in #
# the SkillTree.png file. #
#------------------------------------------------------------------------------#
# "GraphicName", #
"A_l_st", # To left line, start. #
"A_r_st", # To right line, start. #
"A_ver_st", # Vertical line, start. #
"A_ver", # Vertical line. #
"A_hor", # Horizontal line. #
"A_ver_end", # Vertical line, end. #
"A_l_end", # To left line, end. #
"A_r_end", # To right line, end. #
"A_ver_w_diag_r", # Vertical line with right diagonal branch. #
"A_ver_w_diag_l", # Vertical line with left diagonal branch. #
"A_diag_r_st", # Diagonal to right line, start. #
"A_diag_r_abo_cor", # Diagonal to right upper chunk. #
"A_diag_r_bel_cor", # Diagonal to right lower chunk. #
"A_diag_r", # Diagonal to right line. #
"A_diag_r_end", # Diagonal to right line, end. #
"A_diag_l_st", # Diagonal to left line, start. #
"A_diag_l_abo_cor", # Diagonal to left upper chunk. #
"A_diag_l_bel_cor", # Diagonal to left lower chunk. #
"A_diag_l", # Diagonal to left line. #
"A_diag_l_end", # Diagonal to left line, end. #
] # Don't touch. #
#------------------------------------------------------------------------------#
ST_object = { # Don't touch.
#------------------------------------------------------------------------------#
# * Creating Arrow Objects * #
# #
# Here you build arrow objects for each tree. Each arrow fragment must be #
# created as a unique arrow object, that way they can have requirements to be #
# enabled. #
#------------------------------------------------------------------------------#
# #
# "ArrowObject" - Is the unique name for that arrow object. #
# "arrow_object" - Identifier, use always "arrow_object". #
# "arrow" - Is the graphic name from Arrow Graphics List section. #
# "dadskill" - Father Skill Object name. The skill object that conditions #
# this arrow object. #
#------------------------------------------------------------------------------#
# "ArrowObject" => ["arrow_object", "arrow", "dadskill"],
"MF_1_1" => ["arrow_object", "A_ver_st", "MF_1"],
"MF_1_2" => ["arrow_object", "A_ver_end", "MF_1"],
"MF_2_1" => ["arrow_object", "A_diag_l_st", "MF_2"],
"MF_2_2" => ["arrow_object", "A_diag_l_end", "MF_2"],
"MF_2_3" => ["arrow_object", "A_diag_l_abo_cor", "MF_2"],
"MF_2_4" => ["arrow_object", "A_diag_l_bel_cor", "MF_2"],
"MF_4_1" => ["arrow_object", "A_ver_st", "MF_4"],
"MF_4_2" => ["arrow_object", "A_ver_end", "MF_4"],
"WA_1_1" => ["arrow_object", "A_ver_st", "WA_1"],
"WA_1_2" => ["arrow_object", "A_ver_end", "WA_1"],
# #
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
# * Creating Skill Objects * #
# #
# Here you build skill objects for each tree. They contain the info regarding #
# their levels and requirements to be enabled, and for enabling other skill #
# objects. #
#------------------------------------------------------------------------------#
# #
# "SkillObject" - Is the unique name for that skill object. #
# reqlvl - Is the actor needed level for this object to be enabled. #
# treepts - Are the required points spended in the tree for this object #
# to be enabled. #
# "dad" - "mom" - Parents skill Object name. Skill objects that conditions #
# this skill object. Use nil for no dependance. #
# maxlvl - Is the maximum skill points spendable on this skill object. #
# childreqlvl - Is the necessary ammount of points in this skill object to #
# allow spending points in skills linked to this one. #
# idlvl... - Are the Skill IDs for each level of that skill. #
# -----------------------------------------------------------------------------#
# "SkillObject" => [reqlvl, treepts, "dad", "mom", maxlvl, childreqlvl, idlvl1, idlvl2,...],
"MF_1" => [15, 5, "MF_2", "MF_3", 5, 5, 1, 2, 3, 4, 5],
"MF_2" => [1, 0, nil, nil, 3, 0, 6, 7, 8],
"MF_3" => [3, 3, "MF_1", nil, 5, 0, 9, 10, 11, 12, 13],
"MF_4" => [6, 5, nil, nil, 5, 0, 14, 15, 16, 17, 18],
"MF_5" => [10, 7, nil, nil, 0, 0, 19, 20, 21, 22, 23],
"MF_6" => [15, 6, "MF_5", nil, 5, 5, 24, 25, 26, 27, 28],
"MF_7" => [20, 12, nil, nil, 5, 5, 29, 30, 31, 32, 33],
"MF_8" => [25, 9, nil, nil, 5, 5, 34, 35, 36, 37, 38],
"MF_9" => [30, 10, nil, nil, 5, 5, 39, 40, 41, 42, 43],
"MF_0" => [40, 10, "MF_9", nil, 1, 0, 82],
"WA_1" => [10, 0, nil, nil, 3, 3, 44, 45, 46],
"WA_2" => [15, 3, nil, nil, 5, 0, 47, 48, 49, 50, 51],
"WA_3" => [20, 8, nil, nil, 5, 0, 52, 53, 54, 55, 56],
"WA_4" => [25, 13, nil, nil, 5, 0, 57, 58, 59, 60, 61],
"WA_5" => [30, 18, "WA_3", "WA_4", 5, 5, 62, 63, 64, 65, 66],
"WA_6" => [35, 21, "WA_5", nil, 3, 3, 67, 68, 69],
"WA_7" => [40, 26, "WA_6", nil, 5, 5, 70, 71, 72, 73, 74],
"WA_8" => [45, 31, "WA_6", "WA_7", 5, 3, 75, 76, 77, 78, 79],
"WA_9" => [50, 32, "WA_8", nil, 1, 0, 80],
"WA_0" => [60, 33, nil, nil, 1, 5, 81],
"SE_1" => [10, 0, nil, nil, 3, 0, 84, 85, 86],
} # Don't touch. #
#------------------------------------------------------------------------------#
ST_tree_build = { # Don't touch.
#------------------------------------------------------------------------------#
# * Tree Building * #
# #
# Here you build each skill tree using the previous set'd skill and arrow #
# objects. #
# #
# There are 7 slots per row, being 1, 4 and 7 for skill objects, while 2,3,5 #
# and 6 are for arrow objects. Rows have no max limit, you have the first one #
# for skills, next two are for arrows and so. #
#------------------------------------------------------------------------------#
# #
# "TREE_NAME" - Is the tree unique name. #
# "obj..." - Skill or Arrow Object name from the previous sections. #
# For empty slot use nil. #
# -----------------------------------------------------------------------------#
# "TREE_NAME" => [obj 1,obj 2,obj 3,obj 4,obj 5,obj 6,obj 7],
"Self Enhancement" => ["MF_1",nil,nil,nil,nil,nil,nil,
nil,"MF_2",nil,nil,nil,nil,nil,
nil,nil,"MF_3",nil,nil,nil,nil,
nil,nil,nil,"MF_4",nil,nil,nil,
nil,nil,"MF_5",nil,nil,nil,nil,
nil,nil,nil,"MF_6",nil,nil,nil,
nil,nil,nil,nil,nil,"MF_7",nil,
nil,nil,nil,nil,"MF_8",nil,nil,
nil,nil,nil,"MF_9",nil,nil,nil,
nil,nil,"MF_0",nil,nil,nil,nil],
"Melee Enhancement" => ["WA_1",nil,nil,nil,nil,nil,"WA_2",
nil,nil,nil,"WA_3",nil,nil,nil,
nil,nil,nil,nil,nil,nil,nil,
"WA_4",nil,nil,nil,nil,nil,nil,
nil,nil,nil,"WA_5",nil,nil,nil,
nil,nil,nil,nil,nil,nil,"WA_6",
"WA_7",nil,nil,nil,"WA_8",nil,nil,
nil,nil,"WA_9",nil,nil,nil,nil,
nil,nil,nil,nil,nil,"WA_0",nil],
"Spell Enhancement" => [nil,nil,nil,"SE_1",nil,nil,nil],
} # Don't touch. #
#------------------------------------------------------------------------------#
ST_class_assign = { # Don't touch.
#------------------------------------------------------------------------------#
# * Asigning Skill Trees to Classes * #
# #
# Here you set the available trees for each class. Max of 3 trees per class. #
# If less, use nil. #
#------------------------------------------------------------------------------#
# #
# ClassID - Is the class id, d'oh. #
# "TREE..." - Are the tree's unique names from Tree Building section, #
# this class have available. #
# "Display..." - Are the displayed name for that skill tree. Ex: Having #
# "Protection" tree for Warriors and Paladins in WoW. #
#------------------------------------------------------------------------------#
# ClassID => ["TREE_1", "TREE_2", "TREE_3", "Display 1", "Display 2", "Display 3"],
1 => ["Self Enhancement", "Melee Enhancement", "Spell Enhancement", "Self Enhancement", "Melee Enhancement", "Spell Enhancement"],
2 => ["Self Enhancement", "Melee Enhancement", nil, "Self Enhancement", "Melee Enhancement", nil],
3 => ["Self Enhancement", nil, "Spell Enhancement", "Self Enhancement", nil, "Spell Enhancement"],
} # Don't touch. #
#------------------------------------------------------------------------------#
#------------------------------------------------------------------------------#
end # of Skill Tree's setup script. #
#------------------------------------------------------------------------------#
I've double-checked everything with what I have setup in my first game and everything in the FIRST script is identical between the two, which leads me to believe the issue is being caused in this one somewhere, somehow with the way I set things up. I've looked things over for several hours and can't seem to figure out the problem. Can anyone with any scripting knowledge please have a look and see if you can find either a work-around, a fix/solution, or modify it so it works?