LastDragoon

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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.

Edit: Seems to be working just fine in battles at the moment. *shrug*
Edit 2: Having issues with the passive skill displaying in the menu. Not sure if on my end during setup or not.. will continue to debug and find out.
Edit 3: Edited Visu plugin to the correct name (Fomar0153_PassiveSkills_VisuMZ_1_SkillsStatesCore_Patch) which fixed the error with StateSkills and the equip box doesn't appear in the menu still. Weird bug. Will revisit this another time.

Edit 4: Resolved issue. Great plugin! Thank you so much!
 
Last edited:

jedite1000

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what plugin? i dont see a link to download plugin
 

KilljoyAGP

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Can't download it from the link. It opens the .js file as text.
 

Vanitas

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Can't download it from the link. It opens the .js file as text.

Right click > Save Link As... will download it as a .js file.

In other news, this works great. The only query I have is potentially changing the SE when you equip a passive from the 'Cursor' to 'Equip'? Merely nitpicky really, but it looks like the code is obfuscated so making the change myself isn't possible.
 

Lucknut

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Hi, i tried to use this plugin with visustella core engine and its not working. it doesn't add the passive at all. it does reducing the passive point but no additional stat added. the worst thing is i dont get any error from console which make me confuse. is there any way to make this compatible with visustella core engine or what core engine compatible with this plugin?
 

frosq

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any MV version for this one?
 

Omura

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The plugin works, BUT the passives need to be toggled on and off twice before it starts being displayed.

This added part in page 3:
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);
}
};

Does nothing if placed at the bottom of the plugin itself.
Fixes found?
 

Xarnic

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Is there any way to get the passive skills to add an icon in battle and display text in combat if the skill is active?
 

SevenHero

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Is there a way for the passive to affect someone other than the user? For example: Pj x has the passive that makes Pj z increase his stats.
 

bumboboy

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***FIXED***
Edited Visu plugin to the correct name (Fomar0153_PassiveSkills_VisuMZ_1_SkillsStatesCore_Patch) which fixed the error

I get this error when clicking on the Skills tab in my main menu
1649958962072.png
"Failed to execute 'getImageData' on 'CanvasRenderingContext2D': Value is not of type 'long'."
rmmz_managers.js:2030 TypeError: Failed to execute 'getImageData' on 'CanvasRenderingContext2D': Value is not of type 'long'.
at Bitmap.getPixel (rmmz_core.js:1519)
at Function.ColorManager.textColor (rmmz_managers.js:1709)
at Sprite_Gauge.gaugeColor1 (passiveskillstates1.js:201)
at Sprite_Gauge.drawGaugeRect (rmmz_sprites.js:2400)
at Sprite_Gauge.drawGauge (rmmz_sprites.js:2392)
at Sprite_Gauge.redraw (rmmz_sprites.js:2377)
at Sprite_Gauge.<computed>.<computed> [as redraw] (VisuMZ_1_SkillsStatesCore.js:2649)
at Sprite_Gauge.updateGaugeAnimation (rmmz_sprites.js:2223)
at Sprite_Gauge.updateBitmap (rmmz_sprites.js:2197)
at Sprite_Gauge.setup (rmmz_sprites.js:2183)

I've scaled my game to 1080 resolution
and here is a screenshot of my plugins!
1649958994712.png
1649959015635.png
I'm unsure of what the issue is any advice on how to fix this?
This plugin is exactly what my game needs so any help is greatly appreciated!
(also no matter where I put the plugin in the plugins list does it seem to work)


I think its a menu core problem? so my settings are
Command Window Style: Default Vertical Side Style
Main Menu List Style: Default Horizontal Style
Inner-Menu List Style: Default Horizontal Style
 
Last edited:

Willibab

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Anyone know if it's possible to change some of the visual aspects?

fef.png

I would prefer to remove the gauge (top priority)
Also have the number be the default text.

This would be the perfect look for me
fef.png
But I don't know coding so not sure how much this is asking for tbh xD
 

voooldo

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Great 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
 

Oddball

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Great 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 have to name it "Fomar0153_PassiveSkills.js" without the quotation marks
 

Tsunar

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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?
 

Xelion

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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?
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.
 

Tsunar

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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.
THANK YOU SO MUCH!
 

FreyaSolaris

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How do customize the cost of each passive?
 

Xelion

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It's just the MP cost from each skill from what I remember.
 

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