Unique class specific Passive skills?

Senshu

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Hi there, my GF just bought RPG Maker VX Ace for me as an early Christmas present, and I'm just trying to get my berings with a few scripts, and I'm wondering if I might be reaching too far when it comes to flexability.

Right now I am using two of Yanfly's class system scripts, as well as Neonblack's passive skill script.

What I want to know is... am i able to make a passive skill based on what a character has equipped? For example: Say a warrior class equips a one handed sword, but no shield. I wanted that warrior to deal increased damage that way by supposedly wielding it in 2 hands. Or, say a mage class using a % of their int to boost physical damage. Are these possible? Or is it a bit too much messing around?

Also, am I able to have a screen that allows equipping of X number of passive skills learned from other classes? These things would help me get where I want to go. Thank you for your time, and any help you can offer me!
 

Senshu

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I'd also like to know if there's a way to make skills use a % of a characters max mana, rather than a flat ammount.
 

Keintasy

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Hey! For the passive weapon wielding here's an example what you can do. 

For example you want your warrior to do more damage without a shield; what you would do is have the weapon have the feature Parameter ATK * 105% (this makes your attack increase by 5%).

When you equip a shield you can add the same Parameter to the shield only this time make it Parameter ATK * 95% (this makes you lose 5% ATK) basically resetting your attack back to normal.

As for the mage class using a % of their int physical, are you talking about basic attack? Or for a skill. If it's for a skill you can use the formula:
x + a.mat * 2 - b.mdf * 2 (where x = base damage you want to put on it and a.mat=your magic attack stat * 2  = 100% of your mat)

the - b.mdf * 2 is calculation between your damage vs the enemy's magic defense at 100%.

Instead of using a flat amount of mana, put this in before your damage formula for your skill damage formula (include the semi-colon):

a.mp -= (a.mmp * o.x).to_i if a.mp > 1; a.mp = 1 if a.mp <1;

(Replace with a number from 99 or lower. Basically if it's 0.99 that is 99% of your max mana you're using.)

Hope this helps :D

Edit: I'm not using any class system scripts, this is all be default.*
 
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Engr. Adiktuzmiko

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Though if you want the skill to be unusable if you don 't have enough MP, you need custom scripts like Yanfly's cost manager


@Kein - the problem with that is that if he equips a shield with no weapon at all, then he'll have a reduced attack


though if it's simply bonus damage if he has no shield, he might be able to do it via the formula bar too
 
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Keintasy

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Though if you want the skill to be unusable if you don 't have enough MP, you need custom scripts like Yanfly's cost manager

@Kein - the problem with that is that if he equips a shield with no weapon at all, then he'll have a reduced attack

though if it's simply bonus damage if he has no shield, he might be able to do it via the formula bar too
Yes you're right, to make sure the skill is unusable if you don't have enough MP you will need the script.

Your second statement is also true, but I just hope they don't unequip the weapon...but in my defense I'm sort of new to this too.
 

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