Thanks I will check this out later when I get the chance :)
Passive Skill
● ARCHIVED · READ-ONLY
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is this compatable with yanfly's jp system, im wanting to make passive skill that increases jp gain
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@MuteDay
It doesn't carry over the increased JP gain effect, because the effect is not coded as traits.
I can simply make a compatibility patch for it though (if you really need it). -
im honestly going see about making my own that works with yanflys skill learn system
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I, for one, don't need it... But it would definitely help my use of this plugin. ;)@MuteDay
It doesn't carry over the increased JP gain effect, because the effect is not coded as traits.
I can simply make a compatibility patch for it though (if you really need it). -
I love the idea of passive skills, but I have to be a debby downer about this "base it off a weapon" thing...
1.) It adds clutter to the weapon data base (or at least a heck of a lot more things to scroll through and, if you work like I do, partitioning off sets of IDs to keep everything organized)
2.) It limits the ability of the plugin to be updated and enhanced with new features by limiting it specifically to traits available in the Trait Database rather than using a series of note tags.
3.) While i'm not super in the know on code, I assume that making compatibility with other plug ins (JP bonuses for instance, since its been referenced by another member) becomes more convoluted.
I suppose I'm just not sure why you made it based on stealing a weapon/armor identity, it seems round-about and ultimately inefficient and unnecessarily rigid. I was excited when I saw the passive skill header but in this incarnation I'm sadly a little disappointed :( -
I'm personally using it, and loving the plugin. It's created so much depth into my project. As for the JP bonus trait he mentioned he could patch it, :)
I honestly like the idea of traits being linked to a weapon(default system for stats/effects). I would hate to have to literally type every command in the note tag field of a skill for every rate, parim, stat, command, skill, equip, and other commands.
The way his plugin is setup is literally a huge time saver; 100 times more efficient and easier to navigate. When you have dozens or even hundreds of passive skills you'd like to make in your project this could save you literally hundreds of hours on building skills. I rather save my time in being able to create more content than editing lines of text in the note box. I'm completely okay with wasting 1 weapon slot per 1 passive skill in the default engine. I honestly don't see myself being able to create over 2000 weapons so I'm completely okay with this.
Good Job Moogle X!
One thing I haven't tried, but if it isn't already functioning is being able to have a passive skill trait link to multiple weapon id tags?
example:
<PSV Weapon Id: 24 to 35>
or
<PSV Weapon Id: 24, 30, 31>
or stacking effects of the same passive?
<PSV Weapon Id: 24, 24, 24, 24>
Would that work? if not could future patches work? This would save a huge amount of time in editing passive skills as well :D
Haven't gotten around to try your multi element booster patch but I've downloaded it and will be looking forward to using that too :rock-left: -
Oh, I'm using the plugin and loving it. Its super simple. I wouldn't change the use of weapons as the base. Its better than armors or states considering that so many other plugins use those already.
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Just wanted to mention. It appears that this plugin and Yanfly's new Class Core, don't like each other...
I have not isolated it yet. But removing this plugin fixed my Maximum call stack size exceeded, error. -
Any chance there will be a fix to get this to work with battle test? Currently I need to disable this plugin everytime i need to do tests with troops.
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Yeah, I was a bit surprised that I needed to make weapons to do the passive traits, but it's super simple and works perfectly.Oh, I'm using the plugin and loving it. Its super simple. I wouldn't change the use of weapons as the base. Its better than armors or states considering that so many other plugins use those already.
For mine, I just expanded the database to 1999 and paired them starting at 1900 so it's easy to manage, no hassle at all. -
Pretty sure it works with battle test. Just if you are using the skill equip plugin the actor won't be able to equip skills before a battle since the battle test just goes straight into the fight. I usually just put in note tag for no equip skill to test out in battle or just launch the game test and equip the skill, or leave the equip skill plugin turned off
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This is the error I get if I try to use test battle with it enabled:
TypeError: Cannot read property 'traits' of null
at file:///C:/Users/Cris/SkyDrive/Rpg%20Project/Project1/js/rpg_objects.js:2364:28
at Array.reduce (native)
at Game_Actor.Game_BattlerBase.allTraits (file:///C:/Users/Cris/SkyDrive/Rpg%20Project/Project1/js/rpg_objects.js:2363:32)
at Game_Actor.Game_BattlerBase.traits (file:///C:/Users/Cris/SkyDrive/Rpg%20Project/Project1/js/rpg_objects.js:2369:17)
at Game_Actor.Game_BattlerBase.traitsSet (file:///C:/Users/Cris/SkyDrive/Rpg%20Project/Project1/js/rpg_objects.js:2399:17)
at Game_Actor.Game_BattlerBase.slotType (file:///C:/Users/Cris/SkyDrive/Rpg%20Project/Project1/js/rpg_objects.js:2527:20)
at Game_Actor.Game_BattlerBase.isDualWield (file:///C:/Users/Cris/SkyDrive/Rpg%20Project/Project1/js/rpg_objects.js:2532:17)
at Game_Actor.equipSlots (file:///C:/Users/Cris/SkyDrive/Rpg%20Project/Project1/js/plugins/YEP_EquipCore.js:381:35)
at Game_Actor.releaseUnequippableItems (file:///C:/Users/Cris/SkyDrive/Rpg%20Project/Project1/js/rpg_objects.js:3661:26)
at Game_Actor.refresh (file:///C:/Users/Cris/SkyDrive/Rpg%20Project/Project1/js/rpg_objects.js:3741:10)
at Game_Actor.refresh (file:///C:/Users/Cris/SkyDrive/Rpg%20Project/Project1/js/plugins/YEP_BattleEngineCore.js:3070:35)
at Game_Actor.learnSkill (file:///C:/Users/Cris/SkyDrive/Rpg%20Project/Project1/js/plugins/Moogle_X_PassiveSkill.js:273:10)
this is the line it fails at:
return r.concat(obj.traits);
when passive skill calls this.refresh();
could be a conflict with YEP_EquipCore -
@Roguedeus
Yes, there was a refresh loop between Class Core and this plugin. I already fixed the issue (still in my PC).
I'll upload it soon after I done with some other things.
@clitvin
I have difficulty reproducing this issue even with YEP_EquipCore on.
Did you by any chance use YEP_EquipCore v1.02 or lower?
Try updating it to the latest version and see if it fix the issue.
I wonder if anybody else have issue with Battle Test. Can somebody else confirm this? -
Yep core= 1.06
Yep BattleCore= 1.17b
Yep Equipcore = 1.05
It's not a big deal, cause I can turn it off passive skills to do test battles, but it is annoying having to do this every time.
Some more info to help you track it down hopefully...
This is the sequence of events causing the crash:
1. this.refresh(); <-- pasive skill
2. Yanfly.BEC.Game_Actor_refresh.call(this); <--- yep battle engine
3. this.releaseUnequippableItems(false); <-rpg objects
4. var slots = this.equipSlots(); <-rpg objects
5. if (slots.length >= 2 && this.isDualWield()) slots[1] = 1; <-Yep equipcore
6. return this.slotType() === 1; <-rpg objects
7. var set = this.traitsSet(Game_BattlerBase.TRAIT_SLOT_TYPE); <-rpg objects
8. return this.traits(code).reduce(function(r, trait) { return r.concat(trait.dataId);} <-rpg objects
10. return this.allTraits().filter(function(trait) { return trait.code === code;} <-rpg objects
12. return this.traitObjects().reduce(function(r, obj) { return r.concat(obj.traits); } <-rpg objects
The only thing that I might be doing that you are not doing is the fact that not all my actors have the same slots, try using some custom slots for your classes and see if that will cause the crash.
Warrior :
<Equip Slot>
Weapon
Shield
Head
Body
Cloak
Ring
Neck
Shoe
Relic
Relic
</Equip Slot>
Mage
<Equip Slot>
Weapon
Off Hand
Head
Body
Cloak
Ring
Neck
Shoe
Accessory
Relic
Relic
</Equip Slot> -
Great! This plugin has sorta become a central part of my level mechanic and with it not playing nicely with Class Core... Well... Lots of things break! :D@Roguedeus
Yes, there was a refresh loop between Class Core and this plugin. I already fixed the issue (still in my PC).
I'll upload it soon after I done with some other things.
@clitvin
I have difficulty reproducing this issue even with YEP_EquipCore on.
Did you by any chance use YEP_EquipCore v1.02 or lower?
Try updating it to the latest version and see if it fix the issue.
I wonder if anybody else have issue with Battle Test. Can somebody else confirm this? -
Moogle, I hope I'm not bothering you but do you still mean to post the update? Or did I miss something?@Roguedeus
Yes, there was a refresh loop between Class Core and this plugin. I already fixed the issue (still in my PC).
I'll upload it soon after I done with some other things.
Both locations still show v1.0 -
@Roguedeus
Oops, sorry. Pokemon SMD is keeping me "busy". :p
I just updated the new version (v.1.1). It's should be compatible with Yanfly's Class Core. (Haven't test it with the new subclass plugin).
Please position this plugin below Class Core.
Get the plugin update in the first post. :D -
I lost about 4 days when Fallout 4 released. ;)@Roguedeus
Oops, sorry. Pokemon SMD is keeping me "busy". :p
I just updated the new version (v.1.1). It's should be compatible with Yanfly's Class Core. (Haven't test it with the new subclass plugin).
Please position this plugin below Class Core.
Get the plugin update in the first post. :D
Unfortunately it seems that there is some sort of issue with v1.1 and Subclass.
TypeError: Cannot read property 'learnings' of null at Game_Actor.updateLearnedSkills (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/Moogle_X_PassiveSkill.js:295) at Game_Actor.updateUnlockedClassSkills (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_ClassChangeCore.js:478) at Game_Actor.refresh (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_ClassChangeCore.js:433) at Game_Actor.refresh (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_BattleEngineCore.js:3265) at Game_Actor.unlockClass (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_ClassChangeCore.js:450) at Game_Actor.setSubclass (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_X_Subclass.js:667) at Game_Actor.initSubclasses (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_X_Subclass.js:637) at Game_Actor.subclass (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_X_Subclass.js:642) at Game_Actor.Game_BattlerBase.addSubclassTraitSet (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_X_Subclass.js:465) at Game_Actor.Game_BattlerBase.stateResistSet (/X:/SkyDrive/_RMMV%20Projects/Projects/Prequel%20Project/js/plugins/YEP_X_Subclass.js:546)Removing Passive States or Subclass clears the issue. I am checking if it conflicts with anything else... -
@Roguedeus
I updated the plugin again (v1.12). Now, it should work with both Class Core and Subclass plugins. :)
Please position this plugin below both of them.