Thank you so much for this, and especially thanks for working with the VisuStella folks to make it work with their plugins.
Passive Skills
● ARCHIVED · READ-ONLY
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Hello everyone, im glad to be here ^_^ i wanna start off by saying. im loving MZ moving from MV. i've yet to complete a game but i look forward to seeing this one through.. so im having issues with Fomar0153s passive talent system.. it seems i have all the parameters in place properly but when tested, the stats never appear on the character. .so if i was to raise the hp. the hp never moves, or if i was to add defense the defense never moves. i tried with all of the other stats too, and it looks right- it lets me gain SP as i level up , i can go into the talent tree. choose the talent. then i can go into a different menu and equip it with the proper MP cost. but once its all done nothing changes and no state is added. stuck here and its impeding my progress as i want to start to develop the skills but they are reliant on this system or some working version of it. any suggestions? should i use different plugins? i'd love to make it visually neater too like the ones seen in this thread. im using very basic visuals atm in favor of functionality. all tips welcome ;D
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Hello everyone, im glad to be here ^_^ i wanna start off by saying. im loving MZ moving from MV. i've yet to complete a game but i look forward to seeing this one through.. so im having issues with Fomar0153s passive talent system.. it seems i have all the parameters in place properly but when tested, the stats never appear on the character. .so if i was to raise the hp. the hp never moves, or if i was to add defense the defense never moves. i tried with all of the other stats too, and it looks right- it lets me gain SP as i level up , i can go into the talent tree. choose the talent. then i can go into a different menu and equip it with the proper MP cost. but once its all done nothing changes and no state is added. stuck here and its impeding my progress as i want to start to develop the skills but they are reliant on this system or some working version of it. any suggestions? should i use different plugins? i'd love to make it visually neater too like the ones seen in this thread. im using very basic visuals atm in favor of functionality. all tips welcome ;D
Looking at your setup vs mine, my Forma Passive skill plugin is after the VisuMZ_1_XYZ Core plugins:
I know the order of the plugins matters a lot, so try moving them around a bit. This is the only Fomar one that I have and I had to try a few places before it worked.
Also, make sure you downloaded the version that works with VisuStella plugins. I remember there are two versions of this Passive Skill plugin, and one of them was specific for working with the Visu ones. -
this worked perfectly. thank you. the order was messing it up and it wasnt functioning properly.. now that its working im gonna take a look back into the thread and try to update it visually!! thank you!Looking at your setup vs mine, my Forma Passive skill plugin is after the VisuMZ_1_XYZ Core plugins:
View attachment 255810
I know the order of the plugins matters a lot, so try moving them around a bit. This is the only Fomar one that I have and I had to try a few places before it worked.
Also, make sure you downloaded the version that works with VisuStella plugins. I remember there are two versions of this Passive Skill plugin, and one of them was specific for working with the Visu ones. -
Hello. I´m using Visustella and instaled the plugin, but i get this error.
How i fix it? I´m placing the plugin below the SkillsStatesCore. -
I have got this same error!!!!!Hello. I´m using Visustella and instaled the plugin, but i get this error.View attachment 260481
How i fix it? I´m placing the plugin below the SkillsStatesCore. -
Hey, it's not a big deal if not, but does anyone know if there's a way to skip the party status/select window that comes up when you attempt to equip a passive skill? I imagine this is just going off the basic framework of using skills in the menu, but it'd be a lot easier to read for players if they could see the icon/PP change immediately upon pressing [Confirm] on the skill.
Example of the window I'm talking about attached! -
Edit: Figured it out - how you name the script matters, noted on page 2.
Renaming the script to this below and putting it at the end worked
Fomar0153_PassiveSkills_VisuMZ_1_SkillsStatesCore_Patch.js
who knew you could figure things out by reading beyond the first and last page lol
I'm getting the same error some of the previous users have stated with VisuStella Skills States Core.
Tried in a new project with the following scripts (believe these are the latest):
VS Core 1.77
VS BattleCore 1.77
VS SkillsStatesCore 1.40
Passive Skill Equip Fomar0153 w/ VS compatability.
Providing screenshots of the f8 menu and error in case this helps.
Thank you to anyone who can look into this! I am having trouble finding a good alternative to this type of passive skill equip system. -
Is there a way to change the text of the skill when it's equipped by the system?
Changing the Icon isn't that great for my needs and I'd much rather have the text color changed. -
I asked a question that had already been answered "how to use a common event to detect a passive skill" I found the answer somewhat less than sufficient, as the common event did not trigger when called by the skill. So for a full explanation of how to implement a common event through a passive skill here are the actual steps.
As passive skills are technically never "used" you cannot call the common event directly (to my knowledge). Thus the most efficient way to look for it is to set a switch to on when you gain the relevant party member, and the event to parallel. Then inside of the conditional for testing if the passive skill is "active" this is the script you would use, which as aforementioned can be found on page 2 of this thread. "$gameActors.actor(actor_id)._passiveSkills.includes(skill_id)", where actor ID and skill ID are the IDs of the actor and skill respectively. In the case of changing the actors image (which is what I was attempting to do) take note that the image does not update until you leave and re enter the menu. -
Kind of a dumb question, does this plugin allow passives to increase damage for elements or is it just for passive stat increases and element resistance?
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@Spoofuss The passive skills add a state. So you can incorporate checking for that state into your damage formulae.
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No clue how to do that at all, but I will look into it for sure
Edit: I found out how to do so, thank you mentioning that, I wouldn't have thought of doing via damage formula -
Hey, I know its probably been awhile since you've worked on this plugin but I really need help figuring this out. Every time I implement the plugin and try to open the menu I get the following error. I included a screenshot of the code as well as unfortunately I don't understand code enough to make heads or tails so am at least hoping to get some assistance.
EDIT: I fixed it. Named it the wrong thing.
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Forgive me if this has been answered already and I've overlooked it, but it seems like the default behavior of the plugin is for skills to be off until they are turned on.
I would like to have some passives that cost nothing, start on, and cannot be turned off by the player. Is that doable? I know how to make them free but not the other parts. -
Would it be possible to add the option to make certain passive skills not be turned off? like force them on.
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Hello there, I was trying to implement the Passive Skills system with States, made with vanilla settings and custom plugins, but the skills are not activating properly in some circumstances, so I wanted to know if I’m doing something wrong.
I had prepared a single state with multiple effects in a vanilla project for testing:
1) Parameter Buff – +HP;
2) Seal Equip – Acessory;
3) Ex-Parameter – Poison effect;
4) <monkeygrip> – Plugin tag (MalDualWieldVZ);
5) <ManaShield:100> – Plugin tag (NUUN_ManaShield).
When I use the Passive Skill from the menu only the effects 1), 2) and 5) get applied. If I force the State to be applied by “Change State...” or a script call “$gameParty.members()[0].addState(40);”, all five effects are applied.
Does anyone knows what can be the issue? Why applying the Skill form the menu, as intended, won’t work properly? -
Just as an FYI, I made a compatibility patch between this and my Dual Wield plugin.
Just so those watching can note: this plugin does not carry over state's meta data or notes, ONLY the state's trait info carries over.
Any plugins that use state notes will NOT work with this plugin. -
Probably wont like this answer but in one my many many iterations of passive skills i ran into a similar issue and now call a common event at the beginning of every battle called: Pre-Turn 1 Effects.
That does exactly what you said, forcefully activates some skills as passives, or just use active skills. -
Does anyone know any other formulas for the passive skill points?
I am trying to figure out how to do something other than "this._level" character levels since I am not going to use them in the prototype I am doing