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> ~[Passive Skills VX]~
syvkal
post Jul 5 2008, 11:06 AM
Post #1


Level 7
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Posts: 104
Type: Scripter
RM Skill: Advanced




Passive Skills/Abilities VX
Version: 1.1


Introduction

I wanted to make a script that allowed the players to have constant Skills or passive 'Abilities'.
These could do things like increase the players stats or resistance to states
Someone told me it had already been made sad.gif But, after not being able to find it I started on my own.
Finally, I found out that KGC had made one, and strived to make mine better and easier to use.
And it is! Enjoy xD

Read Instructions Before Using

Features

Allows you to make Passive skills. They have a number of different Features

For a more detailed description read the script header.

Screenshots

Can't really take a screenshot....

Script

Removed due to iEntry's Legal Terms etc. Can be found on other websites

Demo

The only Demo I've ever made for a script xD
It features a strange old man who acts like a human punching bag, and a poor excuse for me not wanting to sprite a Hornet ^.^

Enjoy, I hope it helps because it's all you're getting wink.gif
Click Me

Instructions

Put it under the Materials Section
Further instructions can be found in the script header

IMPORTANT!

Requires my 'Notes Field System' above this script:
[Show/Hide] Notes Field System V 1.5
Removed due to iEntry's Legal Terms etc. Can be found on other websites

There are also few important things to consider while using this script
It is advised you not make it possible for players to get over 50% on any of the Battle effects. This can make them invincible - which is not good

Compatibility

Compatible with most things I hope. However, this script is under development, so bugs may occur.

The script also rewrites quite a few commands, these include:
  • Game Battler
    • execute_damage
    • skill_effect
  • Scene_Battle
    • display_state_changes
    • display_added_states
    • display_removed_states
    • display_remained_states
    • display_hp_damage
  • Window_BattleMessage
    • add_instant_text
    • replace_instant_text
  • Window_Skill
    • refresh


This post has been edited by syvkal: Apr 1 2009, 01:17 PM


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AuthorNmore
post Jul 5 2008, 11:25 AM
Post #2


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Posts: 127
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RM Skill: Skilled




Great idea i love it smile.gif

EDIT: only problem is some dont seem to work cause dual attack didnt work n i did it like you said...so i dont understand

This post has been edited by antihelper: Jul 5 2008, 12:40 PM


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syvkal
post Jul 5 2008, 11:30 AM
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Posts: 104
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RM Skill: Advanced




Hehe thanks ^.^

I might make a demo soonish

This is the first Script that I've actually wanted to make one for xD


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Bredd
post Jul 5 2008, 12:37 PM
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I'm glad people are making good use of the notes box. (:
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AuthorNmore
post Jul 5 2008, 01:48 PM
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is it me or am i the only 1 not getting it 2 work now


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syvkal
post Jul 5 2008, 02:00 PM
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Probably, or atleast the only one who doesn't explain why?

Some kinda of detail of the problem would be nice


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AuthorNmore
post Jul 5 2008, 02:07 PM
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ok i got the dual attack 1
i did this
Skill name : Dual Attack
everything left alone expect notes
notes read

<passive>
dualattack (i dont know the accual code name but thats an example)
<passive>

i give skill to someone
i go to test skill
it does only 1 attack


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syvkal
post Jul 5 2008, 02:37 PM
Post #8


Level 7
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Posts: 104
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I have found a few bugs with the script (which are now fixed on mine), and I shall update the script very soon when I've just checked through a few things
However, on mine it definitely attacks twice, it doesn't show a second animation... but it attacks twice. Which is what happens anyway if your weapon has Dual Attack anyway

This post has been edited by syvkal: Jul 5 2008, 02:39 PM


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Bredd
post Jul 5 2008, 02:41 PM
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I think the tag your supposed to use is "DUALATK"... Not sure... I just looked at the script and took a guess.

EDIT: And just incase, did you make sure the character actually knew the skill?

This post has been edited by Bredd: Jul 5 2008, 02:42 PM
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AuthorNmore
post Jul 5 2008, 03:13 PM
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yes n it doesnt work same with reflect i had varaince at 100% and i still took damage


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syvkal
post Jul 6 2008, 01:19 PM
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Posts: 104
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RM Skill: Advanced




Update
Version 1.1

A lot of bugs fixed (and I mean a lot)

Now works with or without Conditional Skills

Demo added

Enjoy xD




This post has been edited by syvkal: Jul 6 2008, 01:20 PM


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Gernamyn
post Jul 22 2008, 08:57 PM
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Heh, so this is my first post on these forums, though I have kinda been lurking for awhile!
I had been looking for this kind of script, so yay! I do have a question though, I'd like to
show what passive skills they currently have in the 'Status' menu. Also, turning them
on and off in game would be cool (not sure if that's an option here in yours lol)
Both would be really cool! Thanks lol

-Gernamyn

Edit: just to ask if it's possible to add these passive skills to weapons and
armors instead of learning it, per se? That would also be really neat.
And another question, now that I've used it heh. How do I make 'Reflect'
not reflect every single time?

This post has been edited by Gernamyn: Jul 22 2008, 09:57 PM


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Rukaroa
post Jul 23 2008, 06:15 AM
Post #13


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Can you use Conditional Skills and Passive Skills tags on the same skill? I ask because I tried a few things to test and here are the results I got:

Using the 'Absorb Damage 10%' Skill in the demo as an example:

==Tags Used==
<passive>
<passive>
<skill>
HPLESS25
<skill>
==Result==
Stack level too deep right before a battle starts and skill exists

==Tags Used==
<passive>
<passive>
<skill>
WEAPON23
<skill>
==Result==
Name Error in Conditional Skills line 180 when normal attack is done

==Tags Used==
<passive>
<passive>
<skill>
ATK100
<skill>
==Result==
Passive skill still activates when ATK < 100


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AuthorNmore
post Jul 29 2008, 04:20 AM
Post #14


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RM Skill: Skilled




im getting a error every time enemy attacks me

Wrong Arguments 2 for 1

what do i do?

This post has been edited by antihelper: Jul 29 2008, 04:21 AM


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syvkal
post Jul 30 2008, 04:27 AM
Post #15


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Posts: 104
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RM Skill: Advanced




As you can probably guess from the last time I've posted - I'm not really around anymore...

I would love to help but I am quite busy.

I am making a demo containing all my scripts (or atleast the ones I've released), and when I'm done I'm going to post it up in a new thread
(the demo contains a newer version of this script which has a Major Bug Fix in it)


Sorry about not helping/replying ^.^


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wiseman
post Aug 8 2008, 09:53 PM
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Hi man, I noticed a bug = When your oponent used absorb damages he receives the damage, after absorb and recovers some HP

But he turns imortal because he always recovers the HP
For example

The Old man has 100 hp
and takes a damage of 120

Usualy the Old man dies now,
by your script, he aborbs 12 and recover x hp
but the old man still x hp and niver dies

because
next turn

the old man has x hp
take a 120 damage
absorbs 12, and recover x
actual hp x
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syvkal
post Aug 12 2008, 09:01 AM
Post #17


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Posts: 104
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Read the above post, mainly the part that says 'a newer version of this script which has a Major Bug Fix in it'


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Puppet Of Fate
post Oct 8 2008, 10:24 AM
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Will this work with animated battlers and such?


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Garlyle
post Nov 4 2008, 02:21 PM
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This is very relevant to my interests. I think I may make use of this... :3


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Armisael191
post Nov 6 2008, 02:07 PM
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I can't get the NOSHOW tag to work.
What's the exact coding for making a skill NOT appear in my battle/skills window?
I tried
NOSHOW
and
<passive>
NOSHOW
<passive>

but it still shows up.
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