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Hi alevel3mage,

sadly that can't be done at the moment, but I'm currently working on a new update  and part of it is a new plugin command that allows you to unlock a specific node.
Currently I still have to do the more coding heavy parts of the update, but I expect to publish it next week.

Best regards,
Felski

That sounds great! I really want commands that can activate and unactivate nodes. If you do this I can change how my point buy for parameters work with a simple skill tree with one node per parameter. Each node would call the common event to raise the parameter and then call the plugin command to unactivate the node for further use. I can't wait! Your awesome Felski!

I actually didn't think of the option to deactivate the node. I'll add this aswell.

Usually when resetting full skilltrees the skills gained by the tree are unlearned. This is used when changing classes for example. Currently I think this would fit this feature, too. What do you think? Should the skills learned by the node also be unlearned?

I think it fits for skills to be unlearned by default but you could have a true or false setting in the plugins parameters. What happens to switches and states gained through common events when a skill tree is reset? They should probably reset as well. My idea is for a skill tree is for stat ups for each parameter using a variable to increase the cost and having the node unactivate after each use so the same node can be used again but at a higher cost. I think this would be absolutely great. The issue I see is I don't think we can use a variable as the cost currently.  I don't know if that would be difficult to implement or not. I would assume it would be as hard to code as adding switches. All I know is you have done a great job and I am looking forward to a great plugin update.