How would I go about making a passive skill for a character, such as one that would give a permanent 10% boost to their maximum HP? I've been trying to figure it out for a while with no luck. If it helps or matters, I'm using the Yanfly Class System scripting as well.
Passive Skills?
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Default Ace has no support for passive skills. Neon Black has a script here that allows you to have them by linking skills to states.
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Wouldn't adding states to the Features field on the Actor tab give the same effect as a passive skill?
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It can, but I want to have the passive skills gainable by class level using Yanfly's scripting, and just adding the states there in the actor or classes tab makes it a permanent part of the class, not unlockable.
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Yanfly has a passive state script for ACE :D
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That's what he's talking about... but it doesn't work for a passive SKILL that is only active after you have learned said skill. The Yanfly passive STATE script only works for a character or class (or equipment item), not a skill.Yanfly has a passive state script for ACE :D
I too would be interested in an answer to this question. If there is no suitable script at the present time I may end up writing my own at some point down the line...
@Nightfire: Have you tried using this script? It sounds like it would do what you're wanting, but I haven't tried using it:
http://forums.rpgmakerweb.com/index.php?/topic/4693-passive-skills/ -
Oh boy! You're right! I guess I'm thinking of YEM, which did allow passive states that were connected to skills. I wonder why he didn't include that this time around? On the topic at hand, Neon Black's script seems to meet your request. =)
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The only thing I can think of-- and I haven't tested this and wouldn't know if it would work-- would be to set a common event up to add a state and a corresponding message to the character when they reach a certain level.
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The problem is, normally a State will go away at some point, so you'll have to make sure it's always there. And you can't add a Yanfly's Passive State to a character later in the game. Your actor/class either always has it, or never does.The only thing I can think of-- and I haven't tested this and wouldn't know if it would work-- would be to set a common event up to add a state and a corresponding message to the character when they reach a certain level.
You could probably set up a Common Event that's called at the beginning of every battle that makes sure all the proper "passive skill" States are applied to all the party members. It would probably have to be called every TURN of every battle though... since an actor dying and being resurrected in combat would remove the skill(s) as well... -
Ahh, right. I forgot about dying. I knew you'd have to find a work around with inns, but death is an even more difficult hurdle.
Hmm. Can you use skills as a variable? You could take a class and attatch a skill that has no real purpose or use and use it as a variable for common events to raise parameters manually. So the event would be doing all the work, but you'd still have a skill listed in your menu that would be attained by leveling. -
With my passive skills script, you can add the skill by any means and get the bonus. This include leveling, via events, or by spell tomes. This means they could get a skill that adds 10% HP simply by leveling up, or you could give them that skill as a reward for an event. Not sure, do you want something else?
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The link above () works for what I'll need it to do. The only issue I have is that the bonus will be multiplicative instead of additive if they have two classes with the same passive - IE, if they have 200 base HP and two passives with HP +10%, the total HP would be 242 and not 240 - but that's a minor issue overall that I can live with, since I could use events to replace skills on leveling somehow, I'm sure. Many thanks for the help!
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What about magic...I mean passive skills that increase the power of magic.
For example. A passive skill that increases Ice damage by 25%. -
http://dekitarpg.wordpress.com/2013/03/21/skill-proficiency/ This will do what you need. You can base the passive increase on skill type like magic and special; on weapon typle like sword and axe; or like you want, elements like fire and ice. All of this is done by making passive skills.What about magic...I mean passive skills that increase the power of magic.
For example. A passive skill that increases Ice damage by 25%.