Hello there! I have a question that may or may not be obviously stated (I'm running on 3 hours of sleep and 2 venti coffees heheh). Is it possible to learn passive states or permanent stat boosts with this? Say, for example, if I wanted to use this to allow a player to equip a "iron helm" and instead of learning skills, they gain AP and then permanently unlock a +3 defense or whatever.
Equipment Learning
● ARCHIVED · READ-ONLY
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If you use Moogle's Passive Skills, then yes. You can learn a skill that applies traits to the actor as long as the skill is learned. It is actually what I am currently doing with it. Which gave me the idea of requesting what I have. :)Hello there! I have a question that may or may not be obviously stated (I'm running on 3 hours of sleep and 2 venti coffees heheh). Is it possible to learn passive states or permanent stat boosts with this? Say, for example, if I wanted to use this to allow a player to equip a "iron helm" and instead of learning skills, they gain AP and then permanently unlock a +3 defense or whatever.
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Yes sir,If the skill name is too very large doesnt looks so well because it is overlaped. Changing the gauge offset is a solution but i dont like the gauge to be so tiny.
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@Roguedeus
One last clarification. :)
Currently, in the script, AP is gained after:
- Doing a battle action (attack, guard, etc).
- At the end of battle (AP "drop" from enemy is distributed).
AP is still gained even when the skill's AP is full. But, the total skill's AP will be re-adjusted to max AP value afterward.
So, my question is the "timing" for eval block will be 'just after' AP is gained (even from doing battle action).
(Technically, it's just after battle action's "initiation") -
@Roguedeus
One last clarification. :)
Currently, in the script, AP is gained after:
- Doing a battle action (attack, guard, etc).
- At the end of battle (AP "drop" from enemy is distributed).
AP is still gained even when the skill's AP is full. But, the total skill's AP will be re-adjusted to max AP value afterward.
So, my question is the "timing" for eval block will be 'just after' AP is gained (even from doing battle action).
(Technically, it's just after battle action's "initiation")
My uses would be, primarily, to manipulate the actor after the AP skill is learned. As long as that is possible (such as forgetting the skill right after its gained, resetting the AP gauge, etc...) then I have no preference when it occurs.
If this is possible after each AP gain, or at the end of battle, it would be great either way. I would wonder though if the After Battle Report would be confusing, if the eval occurred after every action?
I don't currently use the after battle report because it doesn't appear for me, for some reason. So it would be hard for me to report any oddities. :) -
Moogle_X, I am apologize if I am making to many requests. Please tell me if I am.
Right now, there really is no clear means of displaying skills granted by traits.
I am wondering. Since this plugin is already doing a great job of displaying skills granted via the AP process, would you be willing to also list any skills that the item itself is granting via traits?
(They would be displayed in the list in the order the trait is listed on the equips trait menu)
Such skills would not have an AP bar next to them, as they are not 'learned' but only granted by the item itself for as long as it is equipped. I would think they could be listed first, as they are always available, but a plugin parameter could set them to be listed after AP Learned skills.
With this feature, it will be possible to display skills that are only available as long as the equipment is used, as well as any skills that will be permanently learned with consistent use of the equipment. -
@Roguedeus:You must put it bellow aftermath.
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Thanks. That was actually the first thing I tried.@Roguedeus:
You must put it bellow aftermath.
I haven't taken the time to isolate the issue, as it isn't in the way yet. :) -
The plugin is updated to version 1.1!
Change Log:
- Added option to change skill's font name and size in Window Ability List.
- Added actors and classes skills learning restriction.
- Added <EQL No Aftermath> skills notetag.
- Added <EQL Show Switch: x> skills notetag.
- Added <EQL AP Gain Eval> skills notetag.
Some screenshots.
Sorry guys it took me days to finish the update. I had a chronic procrastination issue recently.Spoiler


The truth is the update only took a mere 4 hours. Sorry for the inconvenience. :(
@ Roguedeus
I didn't implement your last request, sorry. Your last request requires a rather "heavy rewriting" at the moment. ;_;
Perhaps next time. :p -
Moogle! Thank you!
While I am posting i wanted to ask about the Instant Mastery parameter of the plugin.
I am not sure what this does? I have disabled it and notice no difference. :unsure:
edit:
Also. Using the eval... Is the wearer accessible via some way?
Or, the skills current AP?
Example: (pseudo code)
<EQL AP Gain Eval>if user.isLearnedSkill(1){user.hp -= user.mhp * 0.1;user.forgetSkill(1)}</EQL AP Gain Eval>Should I just use 'this' in place of user? -
@ Roguedeus
Sorry, my eval is not really "friendly" compares to Yanfly.
You need to write the code just like you would code the JavaScript directly.
Some tips:<EQL AP Gain Eval>
this.hp -= this.mhp * 0.1;
</EQL AP Gain Eval>
- this // The actor who gain the AP.
- $dataSkills[x] // Skill with id x.
- $dataSkills[x].eqlShowSwitch // Skill x's binded switch id.
- this.forgetSkill(x) // Forget (and also reset AP to 0) skill with id x.
- this._eqlAp[skillId] = 0; // Only reset AP to 0.
- this._eqlAp[x] // Skill x current AP.
- this.eqlIsMastered(skillId) // Is this actor "mastered" or learned the skill?
EDIT:
With Instant Mastery ON, the actor can immediately use the equipment skill's even if the actor haven't "mastered" the AP.
With Instant Mastery OFF, the actor need to get full AP first, before they can use the skill. -
Wow! Fantastic job on including the features! Quick work! And thank you VERY much for the tips, because those effects would have been the next thing I asked about. lol.
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Hi I found this issue:

PS - I noticed that The Icon of AP = 0 is colored and the Icon of AP x 2 is not colored. It must be the opposit.
PS 2 - The AP Gaining doesn't show in the Victory Aftermath even if I enabled it. -
@ ShidoLionheart
Dang! I completely forgot about that! :o
Thanks for finding the bug. I'll fix it in the next update. BD
About the aftermath, maybe you can try position this plugin below Victory Aftermath.
If that doesn't work, try inserting 'EQL' into Aftermath's victory order parameter.
Spoiler
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Thanks Moogle_X
The Plugin was already below Vict.Aftermath, but I put EQL in the order parameter and now works. Thanks :) -
@Moogle_X
I haven't got ability list in Item and Equip scenes, but there's ok in Shop scene. :|
When YEP_ItemCore & YEP_EquipCore are turned off, ability list appears.
Order of plugins:
YEP_VictoryAftermath
YEP_ItemCore
YEP_ShopMenuCore
YEP_EquipCore
Moogle_X_PassiveSkill
Moogle_X_EquipmentLearning
Help please! -
@Lamberg
It's not really noticeable because of your windowskin. But, there is a left/right arrow that show up in the right window. When you see the left/right arrow show up, just press left/right button to "switch page". Just ask an artist to edit the left/right arrow in your windowskin to make it more noticeable. As far as I know, the default engine for MV never use the horizontal arrows anywhere. So, for now just keep in mind that the horizontal arrows will only appear in this plugin only. :D
Spoiler

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I was looking for this :)
Not a big fan of the design though, it looks pretty empty imo -
The plugin is updated to version 1.12! :D
Change Log:
- Fixed Equip Skill System bug (actor can equip "unlearnable" skills).
- Fixed Passive Skills bug (added "unlearnable" skills check).
- Fixed Yanfly's Auto Passive States bug (added "unlearnable" skills check).
- Fixed incorrect icon opacity in Window Ability List.
Hopefully there will be no more bugs. BD -
@Moogle_X
Thanks a lot! ^^