Galahad

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I might be missing something so forgive me if I am...

I'm using the VS plugins right now which show off the type and amount of resource points needed for a skill (MP or TP). Is there a way for me to change the way the resource points for my passive skills are displayed? Right now, they're showing MP since this plugin uses MP as the PP cost. It's not that big of a deal... but its a minor visual annoyance.

I hope what I said makes sense. Thanks.
 

Fomar0153

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I guess the best outcome would be it displaying PP instead of MP, which plugin is it? Is it one of their free ones?
 

Galahad

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I guess the best outcome would be it displaying PP instead of MP, which plugin is it? Is it one of their free ones?

Yes, its their SkillStatesCore plugin.

In addition, I'm also using their ItemsEquips plugin. It has an option to allow portraits over faces in the equip screen... but that has resulted in the attached image below.

Is there an easy way for me to move the bar over so that its aligned with the new placement of the hp/mp/tp?

Sorry if this is a pedestrian issue. Thanks for your work. I really like this plugin.
 

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Fomar0153

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Yes, its their SkillStatesCore plugin.

In addition, I'm also using their ItemsEquips plugin. It has an option to allow portraits over faces in the equip screen... but that has resulted in the attached image below.

Is there an easy way for me to move the bar over so that its aligned with the new placement of the hp/mp/tp?

Sorry if this is a pedestrian issue. Thanks for your work. I really like this plugin.

Ok first issue, I spoke to Yanfly and he was very helpful as always:
https://bluecoralgames.com/scripts/mz/download.php?plugin=Passive_Skills_Visu
Replace the original Passive Skills with this plugin, make sure it is below the Visustella plugins.
Now Passive Skills will appear with PP and not MP when using the Visustella plugins.

Second issue:
Use the two options in the plugin to move the bar; PP Bar X Offset and PP Bar Y Offset.
 

Oddball

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Is there a way to make the states that the passive skills apply to be both active and passive? I want to have common events refrence the state for more flexable skills but i can't figure out how to get it to work
 

Fomar0153

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Maybe try something like:
JavaScript:
$gameActors.actor(actor_id)._passiveSkills.includes(skill_id)
In a conditional branch.
 

Galahad

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The PP is showing correctly now. Thank you very much. Kudos to Yanfy as well. I really appreciate it.

Side note: The Bar X and Y Offsets simultaneously affect its placement on both the skill and equipment screens unfortunately. If only there were separate since getting where I need it on the skill screen messes up its placement on the equip screen. Not a big deal. I can always choose not to use TP.
 

Oddball

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Maybe try something like:
JavaScript:
$gameActors.actor(actor_id)._passiveSkills.includes(skill_id)
In a conditional branch.
It works! and doesn't run the event when the skill isn't equiped. thank you
 

MintMilkTea

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Now Passive Skills will appear with PP and not MP when using the Visustella plugins.

This is amazing, thank you and Yanfly so much! I really appreciate this.
 

NinjaKittyProductions

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Is there anyway to setup a Common Event or the such that checks to see if character is under the effects of a few passives and if they are, give them access to another passive while the others are active?
Example: Mimi has fire magic passive, ice magic passive and lightning magic passive. If she turns them all on, it gives her access Omni Magic passive.

I have tried many different ways to do this, common events and what not, and cannot seem to get it to work. I'm not even sure if it can be done... its why I'm asking ^_^
 

Fomar0153

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You would be better off editing the plugin's code.

JavaScript:
  Fomar.PassiveSkills.Game_Actor_traitObjects = Game_Actor.prototype.traitObjects;
  Game_Actor.prototype.traitObjects = function() {
    const objects = Fomar.PassiveSkills.Game_Actor_traitObjects.call(this);
    for (var i = 0; i < this._passiveSkills.length; i++) {
      var skill = $dataSkills[this._passiveSkills[i]];
      skill.effects.forEach((trait) => {
        if (trait.code == 21) {
          objects.push($dataStates[trait.dataId]);
        }
      });
    }
    return objects;
  };

That section would be your easiest option.

Maybe something like:
JavaScript:
  Fomar.PassiveSkills.Game_Actor_traitObjects = Game_Actor.prototype.traitObjects;
  Game_Actor.prototype.traitObjects = function() {
    const objects = Fomar.PassiveSkills.Game_Actor_traitObjects.call(this);
    for (var i = 0; i < this._passiveSkills.length; i++) {
      var skill = $dataSkills[this._passiveSkills[i]];
      skill.effects.forEach((trait) => {
        if (trait.code == 21) {
          objects.push($dataStates[trait.dataId]);
        }
      });
    }
    // new stuff
    if (this._passiveSkills.includes(skillId1) && (this._passiveSkills.includes(skillId2) && this._passiveSkills.includes(skillId3))){
     objects.push($dataStates[statusId]);
    }
    return objects;
  };
 

evertonera

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Hi. I have been trying to use your plugin for some time now, but I keep getting this erro.
I have tested with and without the VS plugins, but still get the same error

1599326411775.png
 

Fomar0153

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Did you change the name of the plugin?
 

evertonera

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I copied all the information, pasted in a notepad and saved it with the name Passives, using the extension .js
Does it need a specific name? What is it?
 

Fomar0153

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Fomar0153_PassiveSkills.js
or
Fomar0153_PassiveSkills_VisuMZ_1_SkillsStatesCore_Patch.js
depending on which one you are using.
If you just do control + s or save the file via the menu next time it should come up with the default name.
 

genkidesu

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Hi, Fomar0153.
I use both your Passive skills plugin and VisuMZ_0_core plugin.
When using both plugins, effects of passive skills are not reflected in my environment. If I don't use MZ core plugin, it works collectly. :(
Screen shot is below:
cap1.PNG

I'm poor at English, so if you cant understand what I mean, please let me know.
 

Fomar0153

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Hi, Fomar0153.
I use both your Passive skills plugin and VisuMZ_0_core plugin.
When using both plugins, effects of passive skills are not reflected in my environment. If I don't use MZ core plugin, it works collectly. :(
Screen shot is below:

I'm poor at English, so if you cant understand what I mean, please let me know.

I investigated, they do actually work together but when used together but there's a lag until the next time the actor is refreshed.

Code:
  Scene_Skill.prototype.useItem = function() {
    if (this.item() && this.item().stypeId == Fomar.PassiveSkills.passiveSkillTypeId) {
      if (this.actor()._passiveSkills.includes(this.item().id)) {
        this.actor()._passiveSkills.remove(this.item().id);
      } else {
        this.actor()._passiveSkills.push(this.item().id);
      }
      this._statusWindow.refresh();
      this._itemWindow.refresh();
      this.actor().refresh(); // new line for Visu Core
    } else {
      Fomar.PassiveSkills.Scene_Skill_useItem.call(this);
    }
  };

Should be enough to fix it. Either stick it in a new plugin or put it at the bottom of my plugin.
 

CathyRina

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Oh man, A Skill tree Plugin addon to this would be so great
 

justRion

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First off, great plugin! But I found a weird interaction between this plugin and your Equipment Skills plugin:
When using equipment to learn a passive skill you can activate it as normal. Now, if you activate the skill, and remove the equipment before completely learning it, you can't deactivate the passive skill. It's still in effect, and the PP are still consumed.
I made a short clip for this problem, I hope it helps illustrate what I mean.
 

Fomar0153

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Oh man, A Skill tree Plugin addon to this would be so great

Let's be honest, that's not really an add-on.

First off, great plugin! But I found a weird interaction between this plugin and your Equipment Skills plugin:
When using equipment to learn a passive skill you can activate it as normal. Now, if you activate the skill, and remove the equipment before completely learning it, you can't deactivate the passive skill. It's still in effect, and the PP are still consumed.
I made a short clip for this problem, I hope it helps illustrate what I mean.

Should be an easy fix, thank you for providing so much detail. Hopefully I should have time tomorrow.
 

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