Removing passive skills from the combat menu.

Tanarex

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In my game I have special skills, Magic and passive skills. It's under skill types in terms. But I only want to show Special Skills and Magic in combat. Passive Skills don't effect combat at all. So it showing up in combat does nothing. Is there anyway to to remove it from the combat menu?
 

Andar

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That depends on the script you're using to create the passive skills, because by default there are no passive skills (which is also why by default all skills are visible in combat.


Please give a link to the website of the script you're using for passive skills, we can't help you without that info


I've moved this thread to Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
 

Tanarex

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I'm not using a script for passive skills. Anyone know what script I could use?.
 

Andar

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then what are you calling "passive"? What the community calls "passive skills" (giving automatic boni on level up without being ever used) can't be done without a script.
 

Solis

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Using Yanfly, I created a state that is also passive that disables passive during combat. I used this code in the state: 


passive states plugin


<Custom Passive Condition>


if ($gameParty.inBattle()) {


condition = false;


} else {


condition = true;


}


</Custom Passive Condition>


Under skills, I place add skill type (you can make it remove one too). 


Not sure if this helps. 
 
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lolshtar

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Just put them in a different skill type that isn't learned by actors?
 

Engr. Adiktuzmiko

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Yanfly has a script that allows you to hide certain skill types or skills on combat... Look at his blog
 

Tanarex

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@Andar I didn't know about  what community calls "passive skills." Some of the passive skills are just there for crafting and collection stuff. While others are just there to let you know you acquired them.  


@Solis Not sure where to put that script.


@Lolshtar Each actor has learned the skill. I just don't want the passive ones to show up in combat.


@ Engr. Adiktuzmiko I couldn't find it. Can you provide a link?
 

Andar

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@Andar I didn't know about  what community calls "passive skills." Some of the passive skills are just there for crafting and collection stuff. While others are just there to let you know you acquired them. 
then you should give an example and explain what kind of skills you mean - because most of the answers above are based on what we consider a "passive" skill.


To know what kind of skills you want to hide, we need to see at least one example - because usually you can hide skills from combat by simply setting them to be unusable in combat.


Please show a screenshot of one of the skills you want to hide, and explain what that skill does - then we can tell you how to proceed.
 

Sixth

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Why does it matter what skills are passives in his game?


The only thing he wants is to hide certain skill types from the battle command window.

class Window_ActorCommand < Window_Command

def add_skill_commands
@actor.added_skill_types.sort.each do |stype_id|
next if [5].include?(stype_id)
name = $data_system.skill_types[stype_id]
add_command(name, :skill, true, stype_id)
end
end

end



Enter this snippet right below the default scripts in your game.


See that number 5 there between the two square brackets? That means that skill type 5 will not show up in the battle command window.


Add in any skill type ID inside those brackets (each separated by commas), and those skill types will not show up in the battle.
 

Andar

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@Sixth It matters because I think the OP simply set the skills to the wrong occasion, and I always look for the original cause of the problem instead of simply masking/hiding it.
 

Sixth

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Changing the skill's occasion will not hide it's skill type from the actor command window in the battle.


Even if the skill type got 0 usable skills in the battle, it's command will still show up with an empty skill list.


In this case, there is no problem actually, just a missing feature from the default engine, and that is to hide specific skill type commands in the battle.
 

Tanarex

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Trying to make the option 3 'Passive Skills'  under 'terms' in 'skill type' not show up in battle scenes. Some skills only job is to show that they have been collected. Like the Mason skill. It doesn't do anything on it's own. But if a quest giver says he needs someone to fix something made from stone, you will know who has the skill. I just want the passive skills to show up on the menu. Like in 'Passive Skills' pic. And for the battle one to look like the pic named "Correct." Except where it doesn't crash when the battle is over. Sorry Sixth. Couldn't get your snippet to work. And the Ace script hides the skill but not skill type. So the skill is gone but the 'Passive skills' option is still there during battle. Like in pic named Battle.

passive skills.PNG

skills.PNG

battle.PNG

correct.PNG

passive skills here.PNG
 

Sixth

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That means that you have a script overwriting the same method I overwrote in my snippet.


To counter this, here is a more compatible method:

class Window_ActorCommand < Window_Command

alias hide_stypes7715 add_skill_commands
def add_skill_commands
hide_stypes7715
@list.reject! {|cmd| cmd[:ext] && [3].include?(cmd[:ext]) }
end

end



Put this snippet below all custom scripts!


Again, enter any skill type IDs into the array where number 3 is at the moment, and all of those skill types should be hidden in battle.


Or you can try this:

class Window_ActorCommand < Window_Command

alias hide_stypes8815 add_skill_commands
def add_skill_commands
hide_stypes8815
@list.reject! {|cmd| cmd[:ext] && !stype_check(cmd[:ext]) }
end

def stype_check(sid)
return @actor.skills.any? {|sk| sk.stype_id == sid && sk.battle_ok? }
end

end

This one is a more automated method.


You must set up the correct occasion settings for your skills to use this.


If an actor got no battle skills from a skill type, that skill type will be hidden from the actor's command window.


Similarly, if an actor got no skills at all from a skill type, that skill type will be hidden too.


Use whichever you like better (but not both!).


The first one is static and requires you to add the hidden skill types manually in the script (which should not be hard to do anyway).


The second one is dynamic, it's actor based, and it's automated, but for this, you will have to set up the correct occasion types for your skills in the database (which you should do anyway).


It's really just a question of preference.


If these won't work, you will have to list your custom scripts you are using, because something in your project seriously changes how the actor command window works in battle.
 
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Tanarex

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Yeah..I don't understand scripts at all.You might as well be trying to teach politics to a monkey. Or Trump. What exactly is the skill type ID?

error.PNG

error2.PNG

script.PNG
 

Sixth

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You put it at the wrong place.


I wrote "below all custom scripts", so right above the Main slot would be a good place to put it.


Under terms, where you set up your skill types, each of them got an ID before their name.


Those are skill type IDs. Do NOT use leading zeros in any code. So, it is simply 3, not 03.
 

Tanarex

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Nope. Still crashes. The first one below defaults scripts. The other below custom scripts. Tried both together and alone.

3.PNG

below custom.PNG
 

bgillisp

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The crash bug appears to be from another script. For one, why do you have Yanfly's ACE script listed 2x? That will crash your game about 100% of the time anyways! Also, Equip engine is in the wrong spot, and all the others...I honestly have no idea what you are doing with your scripts.


My suggestion...delete all those scripts that are below materials and above main, and start over. You need to keep that section organized or you will find that doing anything in your game will be next to impossible. Put everything in the order the authors suggest, else they will (usually) crash.


Once you fix that, try the snippet that was provided. But you need to fix your script order first, as it is way out of order, and nothing is going to work until you do that.


Edit: The order for the Yanfly scripts can be found here: https://yanflychannel.wordpress.com/rmvxa/
 
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Tanarex

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Welll, actually the other 2  Yanfly Engines are add-ons.  Yanfly Engine Ace - Battle Engine Add-On: Elemental Popups v1.00 and  Yanfly Engine Ace - Battle Engine Add-On: Enemy HP Bars v1.10. Changing Equip Engine location doesn't do anything. Besides saying put it below materials and above Main the scripts really don't say anything else. If I start deleting scripts it can cause a whole host of other problems.
 

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