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Hello, I'm trying to implement a passive aura for my game using Yanfly's Auto Passive States and the extension Yanfly's Passive Auras.
For example, I want to give one of my actors a passive that provides a stat buffing aura to the rest of my party as long as that actor is alive.
I have created two states, the origin (state 1) and the aura (state 2). To create an aura I have added the tag <Alive Ally Aura: x> to state 1, where x = 2. I have given state 1 as a passive state to an actor using <Passive State: x> where x = 1. When I enter a battle I can see the passive state 1 on my actor with the passive but I do not see the aura it should give via state 2. If the origin state is given via a skill being cast then the aura works, I assume it does not work as a passive state as a result of a rule to prevent loops.
Is there a way I can use Lunatic Mode to achieve what I'm after? If not what is the least convoluted way I can do this?
For example, I want to give one of my actors a passive that provides a stat buffing aura to the rest of my party as long as that actor is alive.
I have created two states, the origin (state 1) and the aura (state 2). To create an aura I have added the tag <Alive Ally Aura: x> to state 1, where x = 2. I have given state 1 as a passive state to an actor using <Passive State: x> where x = 1. When I enter a battle I can see the passive state 1 on my actor with the passive but I do not see the aura it should give via state 2. If the origin state is given via a skill being cast then the aura works, I assume it does not work as a passive state as a result of a rule to prevent loops.
Is there a way I can use Lunatic Mode to achieve what I'm after? If not what is the least convoluted way I can do this?
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