PENDING: The skill that increases the number of successive hits based on AGI should be a passive one, that's what's killing me, lol. And that's also why I'm using states for all these skills, but looks like I'm gonna need more plugins for this one (I have Yanfly's full pack, by the way).
as said before, it could be done through action sequences. youd make the skill do the normal thing by default, look for the passive, and then make it able to do an extra hit based on agi. theres a plugin floating around to add loops to action sequences. a quick search would bring it up. you could use it to handle multiple additional hits instead of handwriting each condition
KINDA SOLVED: The skill that recovers MP when guarding worked nicely, but it isn't displaying any number. Is there a way to display the amount of MP recovered?
whichever way you chose, add "user.startDamagePopup()" the line after the user.gainMp(). youll have to add an open brace at the end of the line with the "if" in it and a closing brace after the damage popup line now though.
PENDING: Now about the passive skill that adds magic damage when attacking, this is the logic behind it: it's for a Mage-type class with a high Magic Attack, but a low Attack (the usual stats for Mage-like classes); but this passive skill would allow the Mage to have some of his Magic Attack added to his Attack when using the Attack command. Now I see I gave a very poor explanation in the main post, sorry for that, haha.
that doesnt really have to be done through the passive itself is just for attack. you could do that with the damage formula with a ternary operation.
Code:a.isStateAffected(passive's id) ? a.atk+a.mat/2-b.def : a.atk-b.def
. check out this thread if you want more examples. it might reduce the need for more passives in the future
Damage Formulas 101
if it has to be done explicitly through the passive though...
Code:<custom confirm effect>
if (this.isAttack()) value +=user.mat/2;
</custom confirm effect>
keep in mind that if its a passive, itll add the damage ontop of whatever the formula calculated any time damage is dealt with no further consideration.
if the skill did 0 damage because of stat difference, 0% physical damage rate, or 0% element rate, itll add that bonus damage and the skill will deal that damage at minimum.
if you wanted the target's magic defence to factor into the bonus damage, youll have to write that in and make sure the damage cant become negative or else the damage becomes a heal.
if you want magic damage rate to be factored in, youll have to write that in too.
any consideration not written in is ignored, which is part of the reason why id suggest making it a part of the formula as it would handle most of those for you natively
EDIT:
SOLVED: The skill that recovers HP based on magic damage worked perfectly, it even showed the amount of HP recovered, unlike the previous one... Odd.
theres only a few times in a turn that the engine looks at a battler to do a damage popup. which means theres timings and conditions that would make it so that a popup *isnt* generated when damage/healing is done. the default engine handles all of the ones you can possibly get through the default engine, but it becomes more relevant once you start doing damage outside of what the engine lets you with plugins