Passive Ability System

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Started by Soryuju 4 posts View original ↗
  1. I'd like to implement a system in my game for assigning actors passive abilities which you acquire over the course of the game (equip/unequip passives at will via the main menu). Ideally, I'd like each passive ability to cost a certain amount of points (the amount would vary by ability) with each actor having a set maximum number of points. This maximum would limit the number of passives an actor could have set at one time, but unequipping a passive would refund the points spent on it.

    So my basic question is, is something like this possible to achieve/simulate? I'm assuming I'll need a plugin, but does one exist which can cover all of the functions I've listed above, or am I likely to have to make compromises?

    Thank you!
  2. Yanfly has several plugins that can be used to do something along these lines (many of yanfly's plugins have dependency on the core engine and such so keep that in mind too).

    Equip Battle Skills is where you want to start.

    Buff and states core and Autopassive states might also be helpful.
  3. Rubescen said:
    Yanfly has several plugins that can be used to do something along these lines (many of yanfly's plugins have dependency on the core engine and such so keep that in mind too).

    Equip Battle Skills is where you want to start.

    Buff and states core and Autopassive states might also be helpful.

    with the plugins Rubescen listed you can do most of what you want.
    can't really have skills with set allocation points system
    but may want add in Allow Skill Types so that classes can still use their normal skills without equipping them.
    and with Skill Tiers you can make it so only passive skills (and guard replacements if you have weapon unleash)
    are the only skills that use equip slots and limit of how many per tier.
    3 skills of tier 1, base stat boosts (HP, Atk, Mdf)
    2 skills of tier 2, combat augments (auto-regen, attack command +1 hits, conserve-MP)
    2 skills of tier 3, equipment augments (attack type: fire, attack state: blind, element rate: ice 50%)
    (1 skill of tier 4, <Replace Guard: x>)
    add in Skill Core + Limited Uses
    1 skill of tier 5, Limit break <Passive Condition: HP Below 5%> <Limit Uses: 1>
  4. Thanks for the info!

    Point allocation for passives would still be a nice feature to work in, but if there's no feasible way to achieve that, I can probably make a tier system work as well. I'll just need to balance things differently than I originally envisioned.

    If anyone does have any ideas about how to implement the point system I described, I'd still love to hear your ideas, though!