Non-Combat Skills

Bricius

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This may become a removed thread depending on who knows what, but after my looking I couldnt find what I needed. Anyways! Would someone be kind enough to make a plugin that allows me to set a tag on a skill that will make it so said skill doesn't show up in combat as an option to use? I may also need another tag to be added that can allow you to learn that same skill more then once and have it stack like a state, but I think this part at least is possible with some other plugins.

The idea behind this is to have skills available like in D&D (3.5ish because I really dont like that lazy 5.0 way of doing stuff) for out of combat use such as a skill marker, the character needing to have X amount of ranks to perform an action like picking a lock or having a chance to do said action.
 

Andar

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no need for a plugin, you can set the occasion to menu only in the database.
 

Llareian

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So we understand, under the current system you can set a skill's Occasion to "Menu Screen", and that will make it unusable in battle, but it still shows up in the list of skills in battle (just greyed out). Are you saying you want it removed from the battle skill list entirely?

You can also set a skill's Skill Type to "None", and the actor will still have the skill, but it won't show up in battle or the Skills Menu screen. Do you want it to be usable from the Skills Menu?

If instead you want to use events for your skill use and are okay with the skill not showing in the Skills Menu (or Battle), you can set the Skill Type to "None" and use Yanfly's Map Select Skill, which will show even skills with the Skill Type set to "None" (if you don't specify the skill type).
 

Frogboy

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The idea behind this is to have skills available like in D&D...
Stay tuned, brother. I've got a plugin release coming soon that's pretty much exactly what you're looking. Trying fix a couple more bugs and a do a little more testing but it's just about there.
 

Bricius

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Awesome, I wasnt aware thats what that meant by occasion. Still a bit new with the layout of this program, thanks for the info guys.


Stay tuned, brother. I've got a plugin release coming soon that's pretty much exactly what you're looking. Trying fix a couple more bugs and a do a little more testing but it's just about there.
Awesome, Ill follow you and keep an eye out.
 

Guanto

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Andar

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Skill type none means that the skills can only be used with an override, because it will not be displayed and accessed through any skills type.
And the only overrides in default are fixed to the attack and guard skills.
You would need a plugin to display or use any other skill set to skill type none.
 

Engr. Adiktuzmiko

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Holy crap is this true?

There seems to be some comments to the contrary peppered throughout here: https://forums.rpgmakerweb.com/index.php?threads/skill-types.69859/

If this is true it would solve a huge issue of creating passive skills without the need for bloated plugins.
The skills should still be with the hero, but you wont be able to use it via traditional means. So you can use them as hidden placeholders or for checking things out (like maybe you have a "hidden" skill called "Do More!" then your actual usable skills can check if the user has that skill and do something if its true). Take note though that since they are still skills, they themselves will have no effect unless actually used.

But for "passive" skills, Id rather just have them unusable in menu and battle so that I can still see the skills in the skill window. At the end of the day, the "skills" part of passive skill is just for show, everything that the passive skill will do would be done thru the other things in the engine, be it the damage formula, events or scripts/plugins
 
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Guanto

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OK I wasn't sure (at the time) how to interpret "and the actor will still have the skill," - thank you both.
 

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