[SOLVED] Making Passive Augments useable with skill equip ?

Started by TrueCynder, January 23, 2014, 11:40:41 am

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TrueCynder

January 23, 2014, 11:40:41 am Last Edit: February 02, 2014, 03:50:49 pm by TrueCynder
Hey everyone

is it somehow possible to edit the Passive Augments script
http://forum.chaos-project.com/index.php/topic,5125.0.html

so the passive skills act like they would do if you use the Skill equip system ?
http://forum.chaos-project.com/index.php/topic,4629.0.html

In other words once learned they first need to be equiped in order to work ?
that would be the best thing ever :D

EDIT
Okay ii guess i should explain this a bit more ...
So basicly they allready work together but the actor just has to learn it and it will straight up work
if you now equip it it will still work but it will show up in the battle system :/
so there a two things to tackle here

1) Make it work ONLY if equiped
2) somehow filter it out so it won´t show up in the battle system

TrueCynder

*bump* please you guys this is important ....
is there realy no way ?

KK20


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G_G

Tons of add-ons.
http://forum.chaos-project.com/index.php/topic,105.0.html

It has a Passive Skills add-on that only gives you attributes when you know the skill. This add-on should work in conjunction with my script.

KK20

EDIT: Nevermind. Got two variables confused.

Anyways, in regards to the first post, you will need to add this method

class Game_Actor < Game_Battler
 def skill_equipped?(skill_id)
   return @skills.include?(skill_id)
 end
end

and replace (CTRL + H) skill_learn? with skill_equipped? in the Passive Skills script. Looking through it quickly, I think it's safe to use 'Replace All'.

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TrueCynder

all that did was filtering the passive skills in the Battle system
but here is a thing - they don´t work anymore
as an example i tried the MP Shield the actor has it equiped and the skill wont activate
the same goes if they only learned it - nothing the skill wont activate at all :(

KK20

*shrug* Works for me.
-Asan'tear Battle System
-Skill Equipment
-Passive Skills

You must have edited the battle system to become incompatible with the scripts.

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TrueCynder

well yeah i did edited the BS
you helped me with it ._."

but nothing like on the system itself
just simple things like the postion of the comanndo windwo and such


KK20

I thought you did other things too, like "changing the Skill Window to use ____'s Skill Window" or something.
Send me your Scripts.rxdata

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TrueCynder

Well ... i did change the window for skills
but yet again only its colum size and such

but sure here ya go
https://www.dropbox.com/s/x6ozoarp6nti96y/Scripts.rxdata

KK20

Why the hell was my code snippet of skill_equipped? pasted, like, in four or five times in various places? You only need to put it once, preferably at the bottom of the Skill Equipment script. Also, doing this:

class Game_Battler
  #==== Start of culprit ====
  class Game_Actor < Game_Battler
  def skill_equipped?(skill_id)
    return @skills.include?(skill_id)
  end
end
  #==== End of culprit ====
def states_plus(plus_state_set)
. . .

is a big no-no. That would explain why your skills weren't doing anything.
With that said, everything was working on my end.

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TrueCynder

ZOMG thanks XD

You realy have a god like patience
thank you so much

TrueCynder

[re-opened]
... Any idea how to make Passive arguments usebale with
Ryex's Weapons Unleash Skills script ?

The actors don´t attack when they have an unleash weapon equiped

- also i tried changing it so instead of the weapon
the script will use the shiled id and instead of attack you´ll trigger it by defending
but both changes cast the script to crash ....

KK20


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TrueCynder

... not anymore ...
thanks that fixed it

any ideas because of the other problems tho ?

KK20

What other problems? Passive skills didn't show up in battle for me. I'm still using your Scripts file. Only removed 'Transitions Module' and 'Kill Effects'. Didn't move anything else.

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