Passive Skill/State/Entire Party

AlphaSilvr

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Hello,

Sorry if this is somewhere else but it doesn't seem like anything I have found does what I am looking for. But on the other hand, the more I try the more confused I get.
Anyway,
I am looking for a Passive Skill/State (I am currently using Yanfly's Passive State Script) that effects the entire party based on a character being present.

Here is the setup:

I have a character that can shift classes. One class is a healer and the other an assassin.
While in her healer class, I would like it so that while in battle and on the map (if possible) she heals the entire party 1% each turn/X amount of steps (again, the map portion is only if it is possible, the battle portion is the important one).
But when she switches to her assassin class (the skill/state will be tied to the class so this shouldn't be hard), the healing aura goes away and now gives the entire party a +1% chance of instant KO'ing the enemy on a regular attack.

Is this possible with the current scripts/events and I am just missing it (I have been looking a this for weeks and everything has now run together :p )?


Thank you!
 

Tai_MT

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Well...  Let me think a bit.

I'm not entirely sure how you could do the killing enemies thing, but you could accomplish the healing aspect with a common event.

I'd create a common even that reads something like, "Character(Healer) is in party.  Apply State Regen (1% Healing each turn, stays after battle, etcetera).  When variable "Step Count" reaches x amount, heal party for x amount, then reset step count variable to 0."  You could add in the conditional element that if the healer character isn't in the party, remove the Regen state.

At least, that's how I'd do it.
 

AlphaSilvr

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Thank you!

@kerbonklin - Since I am using Yanfly's Core+Battle Engine+Battle Aftermath, is there any known issues? I will try it out myself, but wondering if there is anything to look out for. Thank you.

@Tai_MT - I started on that, but I think my mind burned out and I got really confused as to what I was doing, so thank you! The Healing Aura is the most important one as its mentioned in the story. :p
 

kerbonklin

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I don't think the YSE one will give any compatibility errors.  The Victor one might (being due to his Basic Engine) but that can be fixed with edits. (Like how I have it atm in my project)
 

Tai_MT

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After thinking about it, I think you could accomplish the killing enemies thing only through putting the options on every single page of every single troop list you want it to apply to.  You could make the game roll a variable (as if it were a dice) and if it comes up as 100, it kills an enemy.  Though, I'm not entirely sure how you'd program that...

The "aura" script might work best for that one, as it would take a lot of coding to do it otherwise.  Healing, on the other hand, can be accomplished fairly quickly and easily, ha ha.
 

AlphaSilvr

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@ Tai_MT - lol, that would be a lot. o.0 But something will work out. :D
 

So far no problems with the two engines, but its not adding the state to anyone. Its probably something I am doing so I will post screenshots of the setup I have.

1.png

2.png

3.png
 

kerbonklin

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Hmm, try this. Place the VE Basic Module script above the YEA Core. (make it the first script under materials)

Edit: Wrong one lol. If it's still not working, try to go into the VE Basic Module and comment out the definitions that deal with states and such, it shouldn't affect VE scripts.
 
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AlphaSilvr

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OK, it's not working.
I made a new file - No added scripts, database entries or anything. The only thing I did was add "State Rate = Poison 100%" to the Soldier class and playtested... it DID NOT add poison to the character. Am I missing something?

EDIT: OK, I just realized that state rate is for the success in that character applying that state when using a skill or item... it doesn't add it to itself... so what makes the character have that state to start with?

EDIT 2: Do I have to create a common event and add it to the Shift command so that every time the character shifts it adds the state, so is there an easier way? - I would like the character to start the game with the Mend Aura state as she starts in her Healer mode.

EDIT 3: OK, finally around to this again. I added the "Change state" at the beginning of the game and to the Shift command. I also added a "Change state" to the assassin shift to remove the state when she, well, shifts.
It works but during combat it keeps removing the state... the screenshot shows what is going on as well as the common event that is set up. Thanks.

1.png

2.png

3.png
 
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Tai_MT

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From what I can see, it looks like there's no trigger to set these events in motion.  You'll notice the "trigger" up there?  You need to have some kind of trigger in there, or it'll just activate on its own randomly when its conditions are fulfilled (which looks like all the time at the moment).  I suggest that when you do your "class change" skill or whatever it is, you have it flip a switch so that it takes the actions you have in your post.

As for starting with the state, it wouldn't be too hard to simply have the game inflict her with the state the moment you gain control of her.  A simple event would take care of that for you.
 

AlphaSilvr

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OK. I will give it a look... hopefully soon but things came up. :( But thank you!

Also, I did figure out to give the character the status right at the beginning and its been working great! Thank you!
 

Tai_MT

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Well, hopefully that works out for you.  It's the only issue I could see based on your screenshots.  Have a great day!
 

AlphaSilvr

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OK, I am being dense right now and its not making sense. :p
I am lost as to HOW to make the common event trigger. I have a skill that calls the common event when used, but I don't see a way for the Skill to activate a switch to activate the common event and then shut itself off. I am very confused and I know its my fault, but I am asking as humbly as I can: What?
 

Tai_MT

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It should actually work the way you had it.  I'm thinking now that maybe it's something to do with the State itself.  Do you have the state set up to be removed by a set number of turns or anything else?

I'm not sure what exactly is happening at all, since I have no idea how the script you're using works.  I can only tell you that according to the way you've evented it, it should work with RPG Maker VX Ace in the way you wanted it to work.

I wish I could help out more, but I have no idea what is going on if it's not a "switch" type thing.

Skill, once casted, should call the Common Event.  The Common Event should run and upon finishing what it was asked to finish, basically end.  Do you have anything else that refers to that common event running?  I wonder if maybe it's not working properly because it's in a battle?  I'm not sure.  Is there a way to test and see if it works outside of battle without being all weird?
 

AlphaSilvr

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Yeah, it seems to work outside battle just fine... so it probably is the script itself. I will try and get back onto it later and take a look. :D Thanks, again!
 

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