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- Nov 14, 2012
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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!
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%:
This happens with all passive skills, not just this one that has conditions. It affects all parameter stats visible from the menu:
There is also a problem with skills such as healing spells that are set to be usable in menus:
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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