Auto Passive States : why use a plugin when we can do it in the game ?

Antera

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Hello,

I try to understand game mechanics : I don't understand the difference between this plugin :
http://yanfly.moe/2015/10/17/yep-13-auto-passive-states/

And adding a state to a player with the game

For example, if I want a skill to give a passive state to a character : +10% evasion rate, I do :
- Create new state "Eva10 State", Ex-Parameter : Evasion Rate +10%
- Create new skill "Eva10 Skill", Effect : Add state, "Eva10 State"
- Player can learn "Eva10 Skill" when he reaches level 10, so he gets the +10% evasion rate passive state

Then he got his passive already, right ?
So why should I write <Passive State: x> in the skill notetags ? What is the difference ? What's the point of the plugin ?

Clearly something I miss here, I'm still working to learn the basic mechanisms ... and it's time to create my passive skills :)

Thanks in advance for your answers
 
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Andar

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you're missing that the player needs to use that skill to get the effect - which uses up an action in battle.
A passive state is there without the player using the skill, which means it does not cost the actor an action.

outside of battle it is just a convenience - not needing the player to go to the menu and using the skill to activate the effect.

(learning the skill does not give the status effect, the skill needs to be used to give the effect)
 

lolshtar

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Passives are for other database items that when equipped/applied will give the character the state which you can't do easily without this plugin.
 

Wavelength

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In addition to the answers above - states will also be wiped when a Recover All skill/item or Recover All command is used on an actor (e.g. when they rest at an Inn). This would be problematic if you wanted a character to have a "passive" that remains on them under certain conditions or permanently. Yanfly's Passive States will allow these passives to always be applied properly, even if the character has since had a Recover All used on them.
 

Antera

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you're missing that the player needs to use that skill to get the effect - which uses up an action in battle.
A passive state is there without the player using the skill, which means it does not cost the actor an action.

outside of battle it is just a convenience - not needing the player to go to the menu and using the skill to activate the effect.

(learning the skill does not give the status effect, the skill needs to be used to give the effect)
Thank you for this information !

So my passive cannot be on a skill, because character needs to use that skill to get the passive
Then how can I learn passive on level up ? Because I can only select "Skill" on level up, no states
 

Antera

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In addition to the answers above - states will also be wiped when a Recover All skill/item or Recover All command is used on an actor (e.g. when they rest at an Inn). This would be problematic if you wanted a character to have a "passive" that remains on them under certain conditions or permanently. Yanfly's Passive States will allow these passives to always be applied properly, even if the character has since had a Recover All used on them.
Wooow this means that my skill "Enable Axe wielding" will disapear when I rest at the inn ?? Gonna try this right now ..

EDIT : Yes it disapears when we sleep :-( I was using a "State" to learn Axe Wield for a character ... any other ways to do this ?
 
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Arithmetician

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@Antera You can do it with Yanfly's Equip Battle Skills, and tag them with <Equip State: x>. I have to run to class, but I was able to create a functional "Equip Axes" skill with them. Though come to think of it, I haven't tested that with an inn. I should, to make sure it works as I expect it to.
 

Andar

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So my passive cannot be on a skill, because character needs to use that skill to get the passive
Then how can I learn passive on level up ? Because I can only select "Skill" on level up, no states
You can't - by default you can only gain skills and increase parameters on levelup, everything else needs a plugin for other options. And then it depends on how the plugins work
 

Antera

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@Antera You can do it with Yanfly's Equip Battle Skills, and tag them with <Equip State: x>. I have to run to class, but I was able to create a functional "Equip Axes" skill with them. Though come to think of it, I haven't tested that with an inn. I should, to make sure it works as I expect it to.
I replaced my "State" Enable Axe wielding by an "accessory" which enables axe wielding, it's not a big problem.
 

Antera

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You can't - by default you can only gain skills and increase parameters on levelup, everything else needs a plugin for other options. And then it depends on how the plugins work
Do you happen to know any YanFly plugin about getting passive by leveling up ? I got them all but there is a lot, lol(better than not enough, wonderful work he did, I wonder how he can find the time and motivation to do this amazing work), I cannot remember them all
 

Andar

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I know that there are two plugins for passive skill effects (and a third, better one, might become available next month) that are not from yanfly. They can be found on the plugin list.
Yanfly made some passive state functions with his state core, but I don't know if they work level-based or not. Alternatively you can use one of the common event on levelup plugins combined with a dynamic trait plugin to get those on levelup.

And yanfly has a ******* that probably generates enough money for him to work fulltime on scripts. (at least if everyone pays every month with the numbers I saw there last year)
 

Fernyfer775

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@Antera I am fairly certain you can actually create passive states that are only active with conditional checks using Yanfly's plugins.
 

Arithmetician

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@Antera So I did a simple test, putting an Inn event onto my world map.

The Warrior can learn the equipped skill Berserk, which inflicts a Rage-type state with increased attack power. Upon equipping the skill, the state was applied as desired in battle. I already know from testing that the state will be removed if I unequip the skill. Then, I used the Inn. The Berserk state carried over into subsequent battles without being removed. This uses exactly the same <Equip State:x> notetag as for something like "Equip Axes", so the behavior for that should be identical too.

Again, this was all accomplished with Yanfly's "Equip Battle Skills" plugin. These function as passive states, though the catch with this plugin is that one only has a limited number of slots in which to equip battle skills. On the other hand, one can just put skills in the "exempt" category, set in the plugin parameters, which has no such limitation.
 

Antera

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I managed to get it with YanFly Passive State
The only problem is the state's icon that still shows, but I found a function to hide them and I can now use <hideIcon> :)
 

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