Passive Skill

● ARCHIVED · READ-ONLY
Started by Moogle_X 78 posts Page 1 of 4 View original ↗

  1. Passive Skill v1.14
    by Moogle_X





    Introduction
    This plugin allows actors to learn passive skill. Passive skill, unlike offensive skill, is a skill that grants permanent traits bonus to the actor who learn it. Passive skill can increase actor's parameters, give status resistance, increase damage output, adding extra skills, etc.

    Features
    - Create skills that grant the actor unique properties.
    - Passive skills can be hidden from battle window if you so choose.
    - Can increase actor's main parameters both by percentage or static amount.

    How to Use
    Each passive skill is "linked" to a weapon's data in database. First, you need to create a "dummy" weapon with all the traits and parameter bonus that you want to carry over to the passive skill. After that, add this notetag inside the skill's notebox.


    <PSV Weapon Id: x>                  // Replace x with Weapon Id.


    Any actor that learns the passive skill will automatically inherit both the traits bonus and parameter changes bonus from that "dummy" weapon.


    Screenshots

    Spoiler
    Spoiler



    PSV_Notetag_zps2cvkvlxa.png


    PSV_Weapon_zpsawhwpydm.png


    PSV_Scene_zpsg8pp911p.png



    Compatibility
    This plugin is compatible with my Equip Skill System and Element Booster plugins.


    If you use Equip Skill System, position this plugin lower than that plugin in the plugin manager.


    If you use YEP_ClassChangeCore, position this plugin below it.


    If you use YEP_X_SkillCooldowns, position this plugin below it.


    If you use Moogle_X_EquipmentLearning, position this plugin above it.


    Terms of Use


    Free to use in both commercial and non-commercial project as long as credit is given.


    Simply credit me as "Moogle_X" in your in-game credit.


    External Link

    View attachment Moogle_X_PassiveSkill.rar
  2. Does this also work without equipping the skills?
  3. This is also part of what I was exactly looking for! Something that allows me to equip passive abilities like in SMT: Devil Survivor. Thank you, Moogle X!

    I am wondering about why using dummy weapons are necessary - is it so that we can set in static amount parameter increases instead of just only percentage?
  4. @clitvin

    If you don't use Equip Skill System plugin, you don't need to equip it. You just need to learn it.

    If you use that plugin, you need to equip the passive skill first. Also, if you put <EQS Ignore> in skill's notebox, the passive skill will "activate" without the need to equip it first.

    @MikeMakes

    I love DeSu! It's one of my favorite game ever. :guffaw:

    Keep in mind that you can use my Element Booster plugin to recreate those "Fire Boost" and "Fire Amp" passive skills.

    Yes, that's correct. Static increase is the main reason. In Ragnarok Online (which also a game that I love), there are plenty of passive skills that give static increase instead of percentage. Being able to only use percentage increase will be too limiting.
  5. Moogle_X said:
    @clitvin

    If you don't use Equip Skill System plugin, you don't need to equip it. You just need to learn it.

    If you use that plugin, you need to equip the passive skill first. Also, if you put <EQS Ignore> in skill's notebox, the passive skill will "activate" without the need to equip it first.

    @MikeMakes

    I love DeSu! It's one of my favorite game ever. :guffaw:

    Keep in mind that you can use my Element Booster plugin to recreate those "Fire Boost" and "Fire Amp" passive skills.

    Yes, that's correct. Static increase is the main reason. In Ragnarok Online (which also a game that I love), there are plenty of passive skills that give static increase instead of percentage. Being able to only use percentage increase will be too limiting.
    may i use this as a base idea on how to build it the way i would like, right now it just to.......... sperate 
  6. @MuteDay

    Did you mean editing the script? Feel free to do any edit you want to suit your project. I don't mind.
  7. Moogle_X said:
    @MuteDay

    Did you mean editing the script? Feel free to do any edit you want to suit your project. I don't mind.
    thanks, and take it you dont check your messages oftin?
  8. Does your element booster stack element bonuses between multiple elements?

    Ex:

    Monster is 200% vulnerable to fire

    + 150% more vulnerable to earth

    Weapon/skill is element fire+earth

    Damage combines both effects of fire and earth multipliers(fire 200%+ earth 150%)I believe the default engine only takes in consideration of absorb over damage first and only takes the highest damaging element (fire 200% in this case)
  9. @Sol Rising

    Hmm... Let me try to rephrase it first so both of us are on the same page.

    For example, enemy has 200% Fire element rate and 150% Earth element rate.

    Actor has Fire and Earth attack element traits.

    Actor has 300% Fire Boost, 400% Earth Boost, and 500% Thunder Boost traits (just an example).

    Then, actor use "Attack" skill (which has "Normal Attack" element) on enemy.

    First, the default engine will check actor's attack element list (Fire and Earth).

    Next, the default engine will check the enemy's element rate from Fire and Earth and return the one with the highest number (in this case 200%).

    Then my plugin will also do check the actor's element boost traits from Fire and Earth and return the one with the highest number (in this case 400%).

    The total damage will be multiplied by (200% * 400%) = 800% total multiplier.

    This is what currently worked. Do you prefer the plugin use the combined boost from Fire and Earth instead? In that case, the total multiplier will be (200% * (300% * 400%)) = 2400% !!!
  10. Wow, this script has better features than the one from YEP (Sorry YEP <3) 
    But it still doesn't work properly with Galv's Magic Shards: http://forums.rpgmakerweb.com/index.php?/topic/50833-galvs-magic-shards/
    When you learn a passive skill from a "linked shard", it won't apply it's passive effect. I hoped it would work on this script, but unfortunetaly, it doesn't. Any idea why? 
  11. Since your name is Moogle_X, I assume you like the Final Fantasy saga ; my own favorite is FFIX.

    Remember the cool Passive Skill system ?

    Spoiler
    Final_Fantasy_IX_(PSX)_30.png
    It granted the player a number of AP at every level (pictured as gems, here), so that the player could chose what passive skill to activate.

    He could learn the abilitiy by equiping a weapon/armor or after he mastered it to be able to keep it without the equipment

    Spoiler
    Final_Fantasy_IX_(PSX)_29.png
  12. Luth said:
    Since your name is Moogle_X, I assume you like the Final Fantasy saga ; my own favorite is FFIX.

    Remember the cool Passive Skill system ?

    Spoiler
    Final_Fantasy_IX_(PSX)_30.png
    Spoiler
    It granted the player a number of AP at every level (pictured as gems, here), so that the player could chose what passive skill to activate.

    He could learn the abilitiy by equiping a weapon/armor or after he mastered it to be able to keep it without the equipment

    Final_Fantasy_IX_(PSX)_29.png
    I definitely think this system will come out from someone for MV. It's been there since XP. and I don't think people will miss it out :) I'm looking forward to it too, even if I won't use it. So good luck with getting it!
  13. lilli666 said:
    I definitely think this system will come out from someone for MV. It's been there since XP. and I don't think people will miss it out :) I'm looking forward to it too, even if I won't use it. So good luck with getting it!
    I think it's the most interesting because it allows the maker to prevent the party from being too powerful early on by limiting the skills they can learn, even if you farm levels like crazy, you won't be godlike because you won't have the right piece of equipment. It prevented the player to be invulnerable aswell since he has to actually chose between x and y passive skill.

    Moreover, you have to decide if you want to suffer to master the ability by equiping an item that is less strong that the one you just found.
  14. I am curious, can this plugin be used to create a skill (passive), that increases lets say +1 attack for Rank 1, when you learn Rank 2 you gain +2. And would actually show up in status screens?
  15. Is possible to have a sort of "spreaddable" passive to all party if an actor is set as leader? I mean...for example Harold has the passive that give 10% more HP, and if i set him leader, all the party has this passive, overwriting other actor's passive leading passive...otherwise if i set Therese as leader she give MP regen to the entire party.....and so on
  16. Luth said:
    I think it's the most interesting because it allows the maker to prevent the party from being too powerful early on by limiting the skills they can learn, even if you farm levels like crazy, you won't be godlike because you won't have the right piece of equipment. It prevented the player to be invulnerable aswell since he has to actually chose between x and y passive skill.

    Moreover, you have to decide if you want to suffer to master the ability by equiping an item that is less strong that the one you just found.
    KGC has done that at VX I believe someone will import Equip Learn System too because that was a briliant legacy of classic rpg.
  17. -YS- said:
    KGC has done that at VX I believe someone will import Equip Learn System too because that was a briliant legacy of classic rpg.
    SeMcDun did it for Vx Ace aswell, here's the link : http://rmrk.net/index.php?topic=47596.0
  18. Moogle_X said:
    @Sol Rising

    Hmm... Let me try to rephrase it first so both of us are on the same page.

    For example, enemy has 200% Fire element rate and 150% Earth element rate.

    Actor has Fire and Earth attack element traits.

    Actor has 300% Fire Boost, 400% Earth Boost, and 500% Thunder Boost traits (just an example).

    Then, actor use "Attack" skill (which has "Normal Attack" element) on enemy.

    First, the default engine will check actor's attack element list (Fire and Earth).

    Next, the default engine will check the enemy's element rate from Fire and Earth and return the one with the highest number (in this case 200%).

    Then my plugin will also do check the actor's element boost traits from Fire and Earth and return the one with the highest number (in this case 400%).

    The total damage will be multiplied by (200% * 400%) = 800% total multiplier.

    This is what currently worked. Do you prefer the plugin use the combined boost from Fire and Earth instead? In that case, the total multiplier will be (200% * (300% * 400%)) = 2400% !!!
    Oh.. Okay so this plugin adds a new trait to the attack other than just an element as a booster. But yes I would like the plugin to be able to account for multiple elements. The current default system doesn't allow elements to stack which is really linear in terms of builds and strategy.

    I'd be highly interested in being to be able to combine the total damage of both elements. Let me know if it's possible, Thanks!
  19. @Sol Rising

    I updated my Element Booster plugin to give extra options to combine enemy's multiple element rate and actor's multiple element boost in the plugin configuration.

    If we continue with above example, if you turn off both options (going full default), the total damage will be 800%.

    If you turn on "Combine Multiple Element Rate" option, the total damage will be ((200% * 150%) * 400%) = 1200%.

    If you turn on "Combine Multiple Element Boost" option, the total damage will be (200% * (300% * 400%)) = 2400%.

    If you turn on both options, the total damage will be ((200% * 150%) * (300% * 400%)) = 3600% !!!

    Moogle_X_ElementBooster.rar
  20. How can I make a skill like

    "+10% damage when equip sword type weapon"