SirMortanius

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Hi folks! I'm making a proficiency system that every party member may learn a skill like: Medicine. That skill has 4 levels, each one applies any kind of effects, like STATES.

So I thought: I can use VisuStella SkillsStateCore to apply these effects as an Passive State: "Medicine 1", or "Medicine 2".

So, I've trying to understand this plugin better, could you help me? If I create those 2 states in the database, how can I apply it to one of my party members as a passive? If I use the switch condition Notetag it applies to all of my party...
I didn't want to give it like an item too.

And thinking more harder on the matter: What's the difference from applying directly these state to my char (not as a passive, but as a permanent state that doesn't wash off anymore through the gameplay)?

Thanks!!
 

ATT_Turan

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how can I apply it to one of my party members as a passive?
It doesn't sound like you're using the plugin correctly. You should be putting the passive state notetag in the skill, not on the actor. Then it will automatically apply to anyone who has learned the skill.

And thinking more harder on the matter: What's the difference from applying directly these state to my char (not as a passive, but as a permanent state that doesn't wash off anymore through the gameplay)?
Two things.
1 - When an actor dies in combat, it wipes all states off of them. Passive states are not removed upon death. So using a regular state, you'd have to check every time you revive an actor by any means and reapply all appropriate states.

2 - The default engine doesn't give you any way to put a state on someone just by learning a skill. Using the plugin, you can put the passive state tag on the skill and it will automatically go onto actors. Without that, you'll have to finagle some weird eventing setup to check their skills and add the states.
 

SirMortanius

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1 - When an actor dies in combat, it wipes all states off of them.
Oh, the death thing it's very important! Thanks so much to bring this on.
It doesn't sound like you're using the plugin correctly. You should be putting the passive state notetag in the skill, not on the actor. Then it will automatically apply to anyone who has learned the skill.
Humm...
I want it to be like Might and Magic VII proficiency system: you can have Fire magic as Basic, Expert, Master or Grand-master expertise.

I was thinking like this: I'd like Fire to be an Skill type. In some point, I'd like to give the Fire access through a passive state that adds this Skill type and some other effects to the actor. So I was looking for some event to put in the JS code like: from now on you have this passive state that give access to this skill type (and thus the possibility to learn the Fire skills like Fire bolt, Fire ball and so on) and some effects along with it (Fire resist, fire attack power). If I manage with switches, will be a LOT of them: for each element, for each actor (because party members can change the order...).

However, if I invert: I give the access to Fire magic with an event and this turn to be the condition to activate the passive state to bring the passive effects (Fire resist, fire attack power), then I should create a lot of Skill types (Fire basic, Fire expert, etc.) to trigger each passive state.

Still trying to solve that puzzle, feeling that I should understand better the logic behind passives.

Thanks for the support Turan!
 

ATT_Turan

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I was thinking like this: I'd like Fire to be an Skill type. In some point, I'd like to give the Fire access through a passive state that adds this Skill type and some other effects to the actor. So I was looking for some event to put in the JS code like: from now on you have this passive state that give access to this skill type (and thus the possibility to learn the Fire skills like Fire bolt, Fire ball and so on) and some effects along with it (Fire resist, fire attack power). If I manage with switches, will be a LOT of them: for each element, for each actor (because party members can change the order...).
I still say the easiest way to do this is with a skill. Make a skill in your database called Fire Access or something. Put the passive state tag on that. Make it Skill Type None, Occasion Never.

When you want to grant access to fire skills to a specific actor, use the event command to give that actor the Fire Access skill.
 

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