Author Topic: [XP] Passive Augments  (Read 13369 times)

Offline Xelias

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[XP] Passive Augments
« on: December 06, 2009, 04:47:49 PM »
Passive Augments
Authors: Xelias
Version: 1.01
Type: Skill Enhancement
Key Term: Custom Skill System

Introduction

This script allows to make passive abilities. These abilities are made from skills. They affect attacks, skills, and equipment. More information in the script.

Features

  • Allows multiple special effects, such as Demi MP, Brawler, Once more... And many others.
  • Need special passive abilities to cast magic.
  • Need special passive abilities to equip weapons and armors.
  • Allows attacking without weapons.

Screenshots

(click to show/hide)

Demo

Not really.

Script

(click to show/hide)

Instructions

Place it above main. Other instructions in the script.

Compatibility

Causes problems with exotic CMS.
Although that can be fixed by :
(click to show/hide)
For exotic CBS, I'm not sure...
Hopefully, works with Blizzard's Passive Skills.

Credits and Thanks

  • Xelias, for making this script
  • NAMKCOR, for allowing the "Equip Weapon/Armor" Passive Skills scriptlet, which is a derived of his "Equipment Requirement System"
  • [Faint], for allowing the "Use Skill" Passive Skills scriptlet, which is a derived of his "State Requirement Skills"

Author's Notes

  • On a side note, I modified a little something in the "Skill Menu" : if a skill has a SP cost of 0, the "0" is not displayed.
  • On another side, I would like a good scripter to help me solving a little problem : with the Demi MP ability, only half of the SP is paid, but the same SP cost is represented. Idem for Turbo MP.
« Last Edit: December 18, 2009, 07:56:11 AM by Xelias »


My sprites
Kuja Tales of the World style :

Offline WhiteRose

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Re: [XP] Passive Augments
« Reply #1 on: January 28, 2010, 02:43:22 AM »
I love this script, but I have a request. Is it possible to make it so the Augments simply appear in the Skills menu, and don't need their own? Just wondering; the script is fantastic as it is. Great work, Xelias!!!

Offline [Faint]

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Re: [XP] Passive Augments
« Reply #2 on: February 02, 2010, 04:55:14 PM »
omg omg omg omg j/k I actually got credit/thanks in some elses work! I feels so loved.
Scripts by me - State Requirement Skills
current project - Project: AURA

Offline monkeydash

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Re: [XP] Passive Augments
« Reply #3 on: January 24, 2011, 12:38:05 AM »
I'm having some trouble with this.

How exactly do you add skills such as "Equip Weapon"?

Offline Starrodkirby86

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Re: [XP] Passive Augments
« Reply #4 on: January 24, 2011, 06:04:31 AM »
I'm having some trouble with this.

How exactly do you add skills such as "Equip Weapon"?

It's pretty much a Passive Skill that allows someone to equip an Iron Sword.

If that's what you want, then here's what you do:

There's a section in the script called:

Code: [Select]
PASSIVE_SKILLS_IDS = [81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101]
All Skill IDs in that array will become Passive Skills. So first, make a skill in the Database called, "Equip Iron Sword" or whatever and put that ID into the PASSIVE_SKILLS_IDS array.

After that, you need to assign that newly made passive skill to make sure it does just that -- allow the player to equip an Iron Sword.

There's a section that talks about all this stuff here.

Code: [Select]
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#
#  Passive skills can also be used to equip weapons and armors, and to be able to use skills.
#  Configure it like that :
#
#  When [weapon/armor id] then return [passive skill id]
#  When [skill id] then return [passive skill id]
#
#  Note that passive skills overwrite class restrictions : if a warrior gets a "Equip Staffs"
#  passive ability, he will be able to equip staffs.
#
#  On a sad note, all weapons/armors need to be set to a skill in order to be equipped.
#  If you put "nil"  or "0", the game will crash.
#  So set a skill for each different weapon or armor. Default is 100
#  The same applies for skills. Skills won't crash, but won't be able to be used. Which is bad.
#  However if you put "when skill X then return skill X", the skill will be usable if you have it, which
#  means you won't have to learn another passive skill.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:

Just follow those instructions in this section here.

Code: [Select]
module Xelias

   def self.ers_config(item)
    # weapon configuration
    if item.is_a?(RPG::Weapon)
      case item.id
      # START Weapon Configuration
      when 2 then return [100]
      # END Weapon Configuration
      end
    elsif item.is_a?(RPG::Armor)
      case item.id
      # START Armor Configuration
      when 2 then return [100]
      # END Armor Configuration
      end
    end
    return [100]
  end

Make sure you read the last paragraph in those instructions there. It states that you need to set a passive skill for every weapon/armor you want equippable. Same goes for skills.

Let me know if you need any more clarification. o.O

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Offline monkeydash

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Re: [XP] Passive Augments
« Reply #5 on: January 25, 2011, 01:17:07 AM »
OK, cos I did that and it didnt work.

But that may be because of trouble with another script.

Thank you. At least I know that it isnt this one thats playing silly buggers.

Do you have to do this for everything in the database or just the ones you are using?
« Last Edit: January 26, 2011, 09:45:03 PM by monkeydash »

s7809032002

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Re: [XP] Passive Augments
« Reply #6 on: February 12, 2011, 07:03:28 AM »
I like this script a lot!
HMM..but I have two questions

1.This script seems to have a little bug, when you try to defend in the battle, the damage received won't be halved.

2. How can I edit the script so that I can set id from 1 to 100 for the following sentence?? (instead of setting from 1 to 100 step by step  :P)

"PASSIVE_SKILLS_IDS = [1 to 100]"



Thanks for any help!

Offline ForeverZer0

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Re: [XP] Passive Augments
« Reply #7 on: February 12, 2011, 08:33:29 AM »
Code: [Select]
PASSIVE_SKILLS = Array.new(100) {|i| i + 1 }
This will create an array of 100 elements, with the values being 1..100
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline Blizzard

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Re: [XP] Passive Augments
« Reply #8 on: February 12, 2011, 01:14:16 PM »
Or:

Code: [Select]
PASSIVE_SKILLS = (1..100).to_a
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s7809032002

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Re: [XP] Passive Augments
« Reply #9 on: February 13, 2011, 02:06:14 PM »
I got it!
Thank you for your help! :haha:

Offline TJ01

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Re: [XP] Passive Augments
« Reply #10 on: May 10, 2011, 01:19:43 PM »
If got a question about this script.
Is it possible to make it compatible with an RTAB System, or would it take too much investment?
When my player wants to act, there comes an NoMethodError:

Thats in this line:
Code: [Select]
states_minus(attacker.minus_state_set)

Offline igorlipemoreno

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Re: [XP] Passive Augments
« Reply #11 on: April 22, 2015, 09:33:43 PM »
hello KNOW I say Why Giving Error I use blizz abs
line 150 syntax error  :(