- Joined
- Mar 14, 2012
- Messages
- 25
- Reaction score
- 2
- Primarily Uses
Yeah, I just downloaded and am getting the same problem when using it with Visustella's plug-ins...
I had the same issue. I grabbed the non-Visustella code link, double checked the plugin name was correct (Fomar0153_PassiveSkills) and placed it at the very bottom of my plugin list and it started working (with VisuStella Skills and States on). I haven't tested it in battle, yet.Yeah, I just downloaded and am getting the same problem when using it with Visustella's plug-ins...
Can't download it from the link. It opens the .js file as text.
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);
}
};
You have to name it "Fomar0153_PassiveSkills.js" without the quotation marksGreat plugin, I'm really looking foward to use it, but...
I'm getting this error (on both vanilla and Visustella versions):
Failed to execute 'getImageData' on 'CanvasRenderingContext2D': Value is not of type 'long'.
The log says:
rmmz_managers.js:2030 TypeError: Failed to execute 'getImageData' on 'CanvasRenderingContext2D': Value is not of type 'long'.
at Bitmap.getPixel (rmmz_core.js:1507)
at Function.ColorManager.textColor (rmmz_managers.js:1709)
at Sprite_Gauge.<computed>.<computed> [as gaugeColor2] (PassiveSkills.js:106)
at Sprite_Gauge.<computed>.labelColor (VisuMZ_1_SkillsStatesCore.js:2876)
at Sprite_Gauge.setupLabelFont (rmmz_sprites.js:2437)
at Sprite_Gauge.measureLabelWidth (rmmz_sprites.js:2443)
at Sprite_Gauge.gaugeX (rmmz_sprites.js:2160)
at Sprite_Gauge.drawGauge (rmmz_sprites.js:2394)
at Sprite_Gauge.redraw (rmmz_sprites.js:2383)
at Sprite_Gauge.<computed>.<computed> [as redraw] (VisuMZ_1_SkillsStatesCore.js:2876)
SceneManager.catchNormalError @ rmmz_managers.js:2030
SceneManager.<computed> @ VisuMZ_0_CoreEngine.js:8615
SceneManager.update @ rmmz_managers.js:1941
Graphics._onTick @ rmmz_core.js:800
TickerListener.emit @ pixi.js:9474
Ticker.update @ pixi.js:9928
Ticker._tick @ pixi.js:9679
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
requestAnimationFrame (async)
Ticker._tick @ pixi.js:9682
You can use this through the script command:Is it possible to forcively equip a passive? Example, I want a passive to be active for all party members at the start of the game, but I dont want to have the player to have to go into the menu and turn it on? Is it possible through a command to auto equip it somehow?
THANK YOU SO MUCH!You can use this through the script command:
$gameActors.actor(n)._passiveSkills.push(s)
Where (n) is the actor id number and push(s) is the passive skill number.
For example $gameActors.actor(5)._passiveSkills.push(10) will equip actor 5 with the passive skill 10.