Yami's Skill Equip + Victor's Passive States compatibility

C.W. Plainview

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I'm using Yami's Skill Equip (http://forums.rpgmakerweb.com/index.php?/topic/6727-skill-equip/). It works great, except for some cosmetic issues in the menu that come about from using passive skills with the script. For passive skills, I am using Victor's Passive States, which, along with his Basic Module, can be found here: https://victorscripts.wordpress.com/ (You need to go through his Google Drive link in his most recent status update).

Functionally, the passive skills work as they should with Yami's Skill Equip. That is to say, they only come into effect once they are equipped. The problem, however, comes about from the passive skills that are NOT equipped.

Here, you see a passive skill that I have created using Victor's Passive States to automatically increase the user's attack once their HP has dropped below 20%:

Here is what it looks like normally, when the skill is not equipped and thus not causing any effect on the user:
Now, here is what it looks like with the skill equipped and working (note the state icon and increased damage output):
So, like I said, it all works as it should. The problem, once again, is purely cosmetic, and happens when there is a passive skill not equipped. In the first pic, I was able to drop below 20% HP without the passive skill kicking in. After the battle though, this happens:
Note the increased attack stat (which should be normally be 6) and the state icon. This should not be happening when the skill is not equipped. Once I enter battle again, the passive skill doesn't work (as it should). Though, it should be worth mentioning that the effect remains until I start my turn or when the enemy attacks me. Then, it goes away and everything is as it should be.

This happens with all passive skills, not just this one that has conditions. It affects all parameter stats visible from the menu:
In the pic above, I created another passive skill to just inherently increase the user's defense with no conditions like being below 20% HP. Here, this skill is NOT equipped, and increases the character's normal defense from 5 to 10 in the menu ONLY. It goes away in battle, but again, it lingers for a moment until I start my turn and the enemy attacks. Then it goes away as it should.

There is also a problem with skills such as healing spells that are set to be usable in menus:

In the pic above, neither Heal nor Cure are equipped to be used. Though, this specific issue doesn't cause me as much stress, as I've normally got around this by making those two skills only selectable in battle.

So, like I said, it's just a cosmetic issue in the menus (perhaps even a functional one since the effects of the passive skills do linger at the beginning of a battle), but a major one I feel since it would really confuse players and overall make the skill system and its presentation sloppy. I've brought this issue up in Yami's original script thread, but ultimately figured it shouldn't be his/her responsibility to fix an incompatibility issue with another script.

So, if anyone with scripting knowledge could hopefully write an add-on or something to fix this problem, it would be greatly appreciated and would mean a lot!

If you need anymore information, just let me know! Thanks!
 
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mjshi

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EDIT: Nevermind, but have you tried using alternative passive skill scripts (like Lune's Passive Skills, which correlate directly to skills instead of states) and see if that is still a problem.

Though, looking at it, the problem may be that passive skills count as "learned skills", and will still come into effect because they're learned.
 
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C.W. Plainview

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EDIT: Nevermind, but have you tried using alternative passive skill scripts (like Lune's Passive Skills, which correlate directly to skills instead of states) and see if that is still a problem.
Yeah, I have used other passive skill scripts like Lune's and Neon Black's. Lune's script doesn't seem to want to work at all with Yami's Skill Equip at all (I get the effect of passive skills whether they are equipped or not, even in battle) and Neon Black's produces pretty much the exact same results as Victor's.

Though, looking at it, the problem may be that passive skills count as "learned skills", and will still come into effect because they're learned.
So, do you think there is a way of fixing that, or at the very least, getting the effects of non-equipped passive skills to NOT display in menus?
 

mjshi

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Hm, I think that if you added some kind of "is the skill equipped?" check in the form of a variable, then disabling/enabling passives based on that, it would work.

Easy to say, though. I don't think I know enough Ruby to code this for you (I'm more of a python user myself xD), but I can take a look around the script and see if I can find anything that can help.

edit: have you taken a look at this? http://forums.rpgmakerweb.com/index.php?/topic/25936-yes-skill-equip-add-on-passive-states/
 
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C.W. Plainview

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Thanks for the link! That fixes most of my issues!

It's bittersweet though. I was pretty adamant on using Victor's script, because of the conditions you could attach to each skill, and this add-on doesn't appear to have that feature. Meaning, my Warrior's Rage skill (automatically increase the user's ATK if HP is below 20%) doesn't work anymore. Is there anyway I could get that skill to work with this script?
 
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Kes

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I have no idea if it will work with your particular script set up, but Iavra has a script which does precisely that sort of thing.  I have a complex script set up and it works smoothly with mine.
 

C.W. Plainview

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I have no idea if it will work with your particular script set up, but Iavra has a script which does precisely that sort of thing.  I have a complex script set up and it works smoothly with mine.
Yep, got this to work. Thanks for the help.

One question though: is there a way to possibly configure it to update states automatically instead of at the beginning and ends of turns? The reason is ask is because Victor's script would automatically add the state once the character's HP reaches 20% and below. With the way a certain character's AGI stat could be, he could attack last after all the enemies. So let's say in one specific turn, the enemies all attack him and bring him down below 20% HP. So by the time the character gets around to attacking, the state has already been applied and he gets a bonus to attack. Whereas with this script, he would have to wait until after he attacks at the end of the turn for the state to apply.

It's no big deal if it can't be configured like that, honestly. I am just grateful enough to just get the skill properly working with Skill Equip like I want it. I'm willing to make some sacrifices.
 
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