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Passive Effects
Version: 3.6


Introduction

This script is one of my favorites. This script allows you to create skills that increase stats, among other things for the version. This version also allows you to define when the effect will fade (turns, time, attacks, skills, hits, battles, etc.), and from the thread I created about this script back in the .net days added more effects (change encounter rate, move speed, enchant weapon, elemental power, etc.), also in this version setup multiple passive effects, and setup a skill that deals damage and gives a passive effect. The uses for this script is endless: create a Zombified State, Halve Damage, Double the Amount of Hp Healed, etc.

This script also allows you to set up and tag the effects to items, states, weapons, and armors.

Screenshots
None Needed

Demo
http://www.rmxp.org/forums/downloads.php?do=file&id=1 FIRST LINK NEW DOWNLOAD MANAGER :D

Instructions
Add All scripts Above main, including SDK if you don't have it
The Method and class Library goes Below Scene_Debug but above custom scripts

In the Script Setup your first concern is this
Code:
module Passive_Setup
  # Time Effect Setup
  #    active -- decreases During other scenes 
  #    wait        -- decreases only in Scene_Map and Scene_Battle
  Time_Effect = 'wait'
  # Passive Skills Element ID indentifier
  Element_ID = 17
  # Element Rate Calculation
  # 1: Weakest, 2: Strongest, 3: Average, 4:Multiplitive 5: Geometric Average
  Element_Rate = 4
end
the comments explain themselves but I'll repeat myself

set Time_Effect to 'active' if you want the passive effects to decrease during other scenes (Scene_Menu, Scene_Name, Scene_Whatever), set it to wait to make them only decrease in Scene_Map and Scene_Battle, this setting only affects effects with the time setting.

Element_ID is the element id to active a passive skill from the database system tab

Element_Rate effects how the method elements_correct calculates the elemental damage, the default is multiplitive, which is the best setting for this script, you can change this setting if you want
  1. Weakest -- Returns the Weakest Rate (Used in Default Scripts) ex (200, 150, 100) rate will be 200
  2. Strongest -- Returns the Strongest Rate (Opposite of Weakest) ex (200, -100, 0) rate will be -100
  3. Average -- Averages all the Rates ex (200, -100, 0) rate will be 33
  4. Multiplitive -- Multiplies all the stats and divides by 100 ^ (size - 1) ex (200, 150, 100, 100) rate will be 300
  5. Geometric_Average -- Added this for fun The Geometric Mean of the rates ex (200, 150, 100, 100) rate will be 131
next you will focus on the data structure of the effects which is explained in full and many examples given in the script, reply if you have trouble understanding

See the script RPG::Skill to setup the passive effect the format for that is
hash[id] = {PASSIVE => [passive_type, faded?]}
passive type is from setup the passive effect to give, faded is optional a string that tells when the effect fades

Note: If no fade effect was given the effect lasts indefinately

To Push an effect without using a skill just do
<game_battler>.passive.push(Game_Passive.new(id))
where <game_battler> is an instance of Game_Battler (ex. $game_party.actors[0], $game_actors[2], $game_troop.enemies[4])
id is the id of the passive effect (defined in setup) to give

FAQ
Awaiting Question

Compatibility

Requires SDK
Requires Method and Class Library (included in demo)

Don't know about Compatibility on this one, compatibility issues can range from features not working (giving an error), to the whole script not working.

Should be compatible with an ABS if and only if when a skill is used it calls method skill_effect

The method Game_Battler#elements_correct was unable to be aliased so note this

Will Have to Merge RPG::Skill#extra if using in conjuction with my Skill Effects

Credits and Thanks
Sol_Fury for requesting some of the features

Author's Notes
if you want to know this was my second ever script released (the first was the Steal Script)

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