Passive Skill

● ARCHIVED · READ-ONLY
Started by Moogle_X 78 posts Page 3 of 4 View original ↗
  1. It's possible to make it compatible with "Passive States" Plugin of Yanfly?
  2. Is there a way to make a condition for the passive to work? I've been trying to make a "critical haste" skill (like in the final fantasy tactics series), in that the passive only works when the actor have x% of life. The yanfly passive states plugin have this option but it's not compatible with the EQS plugin.
  3. @killerfer

    Can I ask something first? (Just making sure there is no misunderstanding).

    When you say "passive states not compatible with EQS", did you mean...

    1. The passive states become "active" even when the skill is NOT equipped by the actor. Or...

    2. The passive states never active at all. Or...

    3. None of the above.

    On my end, the number 1 scenario seems to be the case.
  4. @Moogle_X

    Yes, that is the case with me too. If I create a auto passive state with yanfly plugin, when I learn the skill it activates despite being equipped or not. If I put a condition on it, it automatically activates when it the condition is true, equipped or not.
  5. @killerfer

    I updated EQS to new version (v1.41). The compatibility issue should be fixed now.

    Please get the updated version here.

    (Btw, I'm sorry you need to repeat the "tutorial" again) :(
  6. @Moogle_X

    Wow that was fast! Thank you very much, it's working nicely. You are awesome =D
  7. This may be a large request...

    I've just started using your latest plugin 'Equipment Learning' in combination with this, so that an actor will gradually gain Passive bonuses for using specific equipment over time. However, the few note tags I've tried to use on the Passive Skill's assigned weapon don't carry over to the actor.

    Would you be willing to add compatibility with Yanly's Skill Cooldowns note tags?

    I may end up needing to request a few others as the project progresses. Such as Critical Control, and Skill Cost Item... etc. (Though I only need Cooldowns at the moment)

    If you'd rather not I totally understand.
  8. @Roguedeus

    Just to clarify. Is this the list of notetags that you want to be compatible?

    Anything that I miss here?

    Spoiler
    <Skill x Cooldown Duration: y%>

    <Skill name Cooldown Duration: y%>

    <SType x Cooldown Duration: y%>

    <Global Cooldown Duration: x%>

    <Skill x Cooldown Rate: y%>

    <Skill name Cooldown Rate: y%>

    <SType x Cooldown Rate: y%>

    <Global Cooldown Rate: x%>

    <Skill x Cooldown: +y>

    <Skill x Cooldown: -y>

    <Skill name Cooldown: +y>

    <Skill name Cooldown: -y>

    <SType x Cooldown: +y>

    <SType x Cooldown: -y>

    <Global Cooldown: +x>

    <Global Cooldown: -x>

    <Skill x Warmup: +y>

    <Skill x Warmup: -y>

    <Skill name Warmup: +y>

    <Skill name Warmup: -y>

    <SType x Warmup: +y>

    <SType x Warmup: -y>

    <Global Warmup: +x>

    <Global Warmup: -x>
    If everything is correct, I'll work on it straight away.  BD
  9. Looks correct to me.

    Thank you!

    (I've moved my request to the Equipment Learning topic)
  10. @Roguedeus

    Hmm... I had a rather unexpected turn of event. It seems that these 3 notetags is buggy.

    <Skill x Cooldown Rate: y%>

    <Skill name Cooldown Rate: y%>

    <SType x Cooldown Rate: y%>
    The "y" part is supposed to be float number (y * 0.01). But, in the script the result is actually an integer (only y without 0.01 multiplier).

    Not sure if it's intentional or just a mistake. But, I am going to overwrite it to be what I think to be correct (y * 0.01).

    EDIT:

    I finished the update! Just grab the latest version (v1.13) and position this plugin below Yanfly's Skill Cooldowns plugin. :D

    Now, all the notetags should be carried over with passive skills.
  11. @Moogle_X


    Can you level up the passive skill ?


    Because for example I would like to level a passive skill like "sword mastery".
  12. @Chaos17


    How do you plan to level up the skill? Using some sort of point system like Ragnarok Online.


    Or, is it simply learning a "new" skill like "Sword Mastery Lv.3" that automatically replace the old "Sword Mastery Lv.2"?
  13. @Moogle_X


    I will suggest to stay simple so option 2. (⁄ ⁄^⁄ᗨ⁄^⁄ ⁄)


    Option 1 will require Yanfly's plugins (learn skills and JP system), to get close to Ragnarok online style.


    So option 1 will be kinda an add-on to Yanfly plugins and may require more work.


    That's why I suggested option 2.
  14. @Moogle_X


    Okay it worked, I installed both plugins but the command "passive" skill is showing in combat.
  15. @Chaos17


    To hide "passive" skill type in battle, just insert the "passive" skill type id number into the plugin parameter:


    "Hidden Skill Type ID in Battle" :)
  16. @Moogle_X


    It's still showing up, maybe because of Moghunter battler command plugin ?


    My setup : http://imgur.com/a/x3ulg


    Moghunter battle comand plugin : View attachment MOG_BattleCommands.js


    I also tried to put your plugin above it but no changes.


    Edit : ok, I tried to disable Moghunter plugin and your plugin works (hide as it should the passive skill).


    :(
  17. @Chaos17


    I took a look at the script. And I'm around 80% sure that there is no incompatibility with that plugin.


    I wonder what would be the culprit. Hmm....


    It's hard to know for sure without looking at the your project directly.


    Well, if it's not too much trouble for you, maybe you can pm me a sample project that recreate the problem (with the all of the plugins already setup).


    I should be able to debug it faster this way.
  18. Demo sent :)
  19. @Chaos17


    Alright, I found the culprit. :)


    It is indeed the MOG_BattleHud plugin. I just fixed the issue in the latest update.


    Please download the latest version (v1.14) and try again. :D