Hello, I'm looking for a Passive Ability System that functions similiar to the Kingdom Hearts series.
How it works is that when a character learns a new Passive Ability, they must enable it to gain its effects, however, each ability costs AP to enable and each character have a limited amount of AP to use. They can disable the ability to regain the AP used. The characters can also gain more AP to use by leveling up.
I'm currently using Victor's Passive States (http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/passive-states/) and it works but I have no way to enable/disable the Passives once learned.
Pls and thanks!
A Passive Ability AP System
● ARCHIVED · READ-ONLY
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Fomar0153 made a system like that. It is located in one of the 2013 restaff releases (do not know which one exactly) and I believe it is what you want.
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The following script is NOT exactly what you're looking for, but it might help you getting there if the other suggestion isn't what you're looking for.
http://forums.rpgmakerweb.com/index.php?/topic/29984-ability-system-10/
In that ability system, it'll provide you with a mechanic for AP, it allows for learning and unlearning the abilities and it moves all ability functions to the event layer instead of scripting.
The main problem is that there is no scene for removal (only the script commands for removal to be used in events), but it includes a scene for "trainer" events where the actor can learn abilities conditionally. You'll have to write your own events for unlearning the abilities however, and those might become a bit complex... -
If its the one in http://forums.rpgmakerweb.com/index.php?/topic/14929-restaff-june-2013/Fomar0153 made a system like that. It is located in one of the 2013 restaff releases (do not know which one exactly) and I believe it is what you want.
Then this is exactly what I'm looking for, thanks!
The only issue I have with it seems that I'm unable to make conditional Passive States that Victor's script provides. The script doesn't seem to have a way to check if the ability is enabled or not, hmm.
That's a really cool Ability system you have, I might use it for non-battle related abilities, thanks for sharing!The following script is NOT exactly what you're looking for, but it might help you getting there if the other suggestion isn't what you're looking for.
http://forums.rpgmakerweb.com/index.php?/topic/29984-ability-system-10/
In that ability system, it'll provide you with a mechanic for AP, it allows for learning and unlearning the abilities and it moves all ability functions to the event layer instead of scripting.
The main problem is that there is no scene for removal (only the script commands for removal to be used in events), but it includes a scene for "trainer" events where the actor can learn abilities conditionally. You'll have to write your own events for unlearning the abilities however, and those might become a bit complex... -
You can try this:
http://quasixi.wordpress.com/2014/09/01/quasi-passive-equip/
You increase passive slots ( ap i guess? ) through notes tags on actors/armor/weps, and each skill costs 1 slot.
Patch to increase slots by level
I wrote the passive scripts a long time ago so let me know if there's any bugs to fix, if you do use this.Spoilergo to line 95 and replace that def with this:
def passive_slots pslots = @level/10 pslots endThis makes it so the player gains 1 passive slot every 10 levels. If you change that 10 to 5 then it will be every 5. You might also want
pslots = 1 + @level/10
that way the player always has at least 1 slot. This method ignores the passive slot note tags, can be added back in though. -
You can try this:
http://quasixi.wordpress.com/2014/09/01/quasi-passive-equip/
You increase passive slots ( ap i guess? ) through notes tags on actors/armor/weps, and each skill costs 1 slot.
Patch to increase slots by level
Spoilergo to line 95 and replace that def with this:
def passive_slots pslots = @level/10 pslots endThis makes it so the player gains 1 passive slot every 10 levels. If you change that 10 to 5 then it will be every 5. You might also want
pslots = 1 + @level/10
that way the player always has at least 1 slot. This method ignores the passive slot note tags, can be added back in though.I can't seem to get it to work.SpoilerI wrote the passive scripts a long time ago so let me know if there's any bugs to fix, if you do use this.
What happens is I can equip the passive but the passive doesn't seem to do anything or be turned on.
Your Passive Script works without the equip passive script, however.
I have tried moving the scripts around but no luck. -
Just updated it, since I forgot to change a line and the passive skill needed to be a passive skill type. But pretty sure that's not your problem since that would just not list the passives when it should.
Can I see how you have the passive states set up? I just tried it on a clean project and it works perfectly for me. Also the passive state icons are hidden, so to tell if it's turned on, the text in the passive equip window turns white ( grey means it's off ) or check the players stats. -
Quasi, is it possible to make or change your current skill equip type so that instead of equipping skill types, you would be able to equip individual skills instead, and like the passives, you would only be able to equip a certain amount. The skill slots would be increased the same way like the passives, through note tags on the actor or on weapons/armors and even gaining a new slot every few lvls or so.
I'd definitely would use it if you did. The only other one I knew that did this has an unfortunate side effect with another script I'm using which I can't seem to figure out, so I'm looking at possible alternatives. -
Just updated my Passive Equip and Skill Type Equip scripts. Completely separated them and added compatibility to each other. Also fixed a small error in the passive equip, where unequipping a weapon/armor unequipped all passive skills. Still not sure why it's not working for you.
@MHRob I was actually going to work on that one day but I kept forgetting lol, anyways here it is -http://quasixi.wordpress.com/2014/09/03/quasi-skill-equip/ - can work with passive equip and skill type equip, BUT make sure you get the new version of passive and skill type equip if you are using them. -
Oh, nice! Going to give it a shot, though haven't seen anything about being able to add extra slots via gaining certain lvls? That would be awesome.
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In the new version of Passive Equip, that would be line 90. if you want this for Skill Equip change line 86 to pretty much the same thing, but sslots instead of pslots.Patch to increase slots by level
Spoilergo to line 95 and replace that def with this:
def passive_slots pslots = @level/10 pslots endThis makes it so the player gains 1 passive slot every 10 levels. If you change that 10 to 5 then it will be every 5. You might also want
pslots = 1 + @level/10
that way the player always has at least 1 slot. This method ignores the passive slot note tags, can be added back in though.
you can also so do
pslots = 1+@level/10that way the player will always have a slot, since any level below 0 would be 0 slots.
If you want this to work with the note tags do:
def passive_slots pslots = actor.passive_slots @equips.each {|e| next if e.object.nil? ; pslots += e.object.passive_slots} pslots += @level/10 # adds 1 slot every 10 levels pslots endIf you need more info or help, feel free to pm me. -
Thanks! Got it working good. Thank you for sharing this script!
Edit: Hey Quasi, just wanted to report on your passive scripts. If you don't happen to have any passive skills to equip when you try to see if anything happens, the game freezes.
Also, any passives like ones that would prevent something like blind doesn't work. Made a passive skill that would lead to a state that prevents a character from getting blind in battle, after equipping it and going into battle, the character still gets blinded. I'm guessing this was only meant for stat increases and not actual states like preventing blindness and stuff? -
Thanks for that! Just updated all 3 scripts to fix that small bug, I just had forgot to make it activate the window again after selecting a blank slot.
As for the passives, I just gave it a test, and I made an enemy with 100% blind on hit, and made a passive with State Resist[blind], and worked fine for me. What you can do is in the passive script go to line 139. you should see
def state_iconsrename that to like
def off_state_iconswhich would just make it so that def would never run, and then give your passive state an icon to test if it's actually equipped. You'll see the passive state icon now if the passive is on. Now you can go into battle and see if the state is still turned on. After testing, rename it back to how it originally was to hide the passive icons again.
If you still can't get it working send me a pm with screenshots of how the state, skill and enemy you are testing are set up + any battle system so I can try to recreate it exactly as you are testing it. -
is there a way to make the abilities in different catagories, and have different numbers of each you can have at a time? like... catagory a, you can only equip 1. whi;e catagory b, you can equip 3, while catagory c you can equip 4
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I have in my game this implemented already without the AP Learning. you can use Yami Skill equip with Limitation and States Add-on, and may be you can achieve AP learning with her Equipment Larning. If the links to the scripts are down check here.