VE - Passive States

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Started by Victor Sant 30 posts Page 1 of 2 View original ↗
  1. victor-engine-script-title.png
    passive-states-name.png






     The Passive States plugins allows to create states that are always active or are active under certain conditions. You can apply this states to actors, classes, skills, equipment, enemies and even other states.

    Download:
    Victor Engine - Passive States


    Credits:
    Author: Victor Sant

    Terms of Use
  2. OH BOYS. IT'S VICTOR.

    GET HYPE!

    Good to see you back and showing MV some love!
  3. Is possible with this plugin to give at the entire team different passives based on who is the party leader? I mean, Harold leader, all team has 20% more atk, Therese leader, all team has 20% more HP, etc....each leader passive exclude the others leader passive, not item passives or skill passives
  4. He is back...

    *I'm crying*

    Im hoping all your battle scripts (skills, states, counter options <---- xD) for MV. God job.
  5. RogdagoR said:
    Is possible with this plugin to give at the entire team different passives based on who is the party leader? I mean, Harold leader, all team has 20% more atk, Therese leader, all team has 20% more HP, etc....each leader passive exclude the others leader passive, not item passives or skill passives
    Yes it is possible.

    something like (i need to check if the code is exactly that later):

    <custom passive state: X>$gameParty.leader().actorId === Y;</custom passive state>X = state ID

    Y = actor ID

    You would need a state for each leader and would need to add the code on all actors noteboxes.

    You can even make each character have a diiferent buff based on the leader.

    @Targaryen

    In time i will have all of them done. ;D
  6. Victor Sant said:
    Yes it is possible.

    something like (i need to check if the code is exactly that later):

    <custom passive state: X>$gameParty.leader().id === Y;</custom passive state>X = state ID

    Y = actor ID

    You would need a state for each leader and would need to add the code on all actors noteboxes.

    You can even make each character have a diiferent buff based on the leader.
    Is it possible to use the case scenario? Becouse i plan to have 60-70 actors more or less...and then have:

    case x-->actor y leader-->all party get buff n

    so i just have to do this a single time....will i work? My programming knowledge is pretty poor xD
  7. The State must be applied to something in common for the actors, be the actors itself or their classes.

    The tags goes on who will gain the state. You would need just to setup a single tag, then just copy and paste on all actors or classes.

    But one thing that is set is that it must be one tag for each state. the state ID is defined at the tag name, you can't use the same tag for different states.

    Maybe you should wait until i have the script State Aura done for MV, combining the State Aura with this one would be easier to acomplish what you want. (you just need to setup the aura state on the actor and put a condition to check if the actor is the leader).
  8. Victor Sant said:
    The State must be applied to something in common for the actors, be the actors itself or their classes.

    The tags goes on who will gain the state. You would need just to setup a single tag, then just copy and paste on all actors or classes.

    But one thing that is set is that it must be one tag for each state. the state ID is defined at the tag name, you can't use the same tag for different states.

    Maybe you should wait until i have the script State Aura done for MV, combining the State Aura with this one would be easier to acomplish what you want. (you just need to setup the aura state on the actor and put a condition to check if the actor is the leader).
    Great!
  9. Hi there ^^ Again, thank you for your awesome plugin!

    Sadly, it doesnt work for me :/

    This is the error that pops up once I try to play-test:

    xpJ5GUq.png

    This is the debug log:

    Spoiler
     8uypesE.png

    These are the plugins i have installed :

    Spoiler
     keKnNr4.pngS5Exfh7.png

    tp1Asio.png
  10. @Iliketea

    What notetag are you using? The isse is a conflict with the script that introduce the 'InitalMTP' value wich is not present by default.
  11. Welcome back Victor o/
  12. Glad to see you again Victor,welcome back. :)
  13. Hmm. How do I set it up to make it so when an actor is at 100% of their hp they will gain a state that increases their parameters?

    Currently I have it like

    <passive state: 11, hp equal 100%>
    and I've tried maxhp equal 100% as well but neither work.

    When I remove the "hp equal 100%" it works fine.
  14. Victor Sant said:
    @Iliketea

    What notetag are you using? The isse is a conflict with the script that introduce the 'InitalMTP' value wich is not present by default.
    This is the only notetag of your script I am using right now :

    <passive state: 12, hp lower 6%>

    I managed to get rid of the error. Just needed to add the notetag <InitalMTP:x> ( http://forums.rpgmakerweb.com/index.php?/topic/50692-tp-upgrade-adds-max-tp-mtp-growth-rates-mtp-armorsstates-infinite-mtp-and-more/) .
  15. Silenity said:
    Hmm. How do I set it up to make it so when an actor is at 100% of their hp they will gain a state that increases their parameters?

    Currently I have it like

    <passive state: 11, hp equal 100%>and I've tried maxhp equal 100% as well but neither work.

    When I remove the "hp equal 100%" it works fine.
    Weird... I just copy/paste this tag and it's working fine. Are you using other scripts?
  16. Victor Sant said:
    Weird... I just copy/paste this tag and it's working fine. Are you using other scripts?
    Weird.. Now it's working. 

    I did do some plugin rearranging and removing. So maybe that fixed it.
  17. WELCOME BACK VICTOR!

    I just wanted to comment welcoming you back.

    Nice plugin though!

    Can't wait to see more from you!
  18. Thank you Victor for your work and glad to see you back. Also, thank you for all your VX script, my first game would be nothing without it. Good job on your new web page.
  19. Hey so do you know if this works with Moogle's Skill Equip System?

    Hey it does work correctly.
  20. Fox536 said:
    Hey so do you know if this works with Moogle's Skill Equip System?

    Hey it does work correctly.
    Yup.

    That's how I'm using this plugin.

    I use <EQS Ignore> for my active skills and make the players equip which passives they would like to take into battle.