Equip Skill Combo Bonus

Hey everyone, this tips & tricks idea is for when you want to gain some sort of bonus when you have a combination of skills equipped at the same time. In order for this to work properly you’ll need to be using some Yanfly plugins. Here they are in the order they should appear in your plugin manager: YEP_CoreEngine, YEP_BattleEngineCore, YEP_BuffsStatesCoreYEP_DamageCoreYEP_ElementCore, YEP_SkillCore, YEP_AutoPassiveStatesYEP_EquipBattleSkills, YEP_X_EBSAllowedTypes, YEP_X_EquipSkillTiers. Not every one of these plugins is actually required to make this work, but I recommend getting all of the plugins I listed above unless your using other plugins that creates compatibility issues.

This code goes into the ‘state’ notebox for the bonus skill you want to be added. Change the line combo.push(x,y,z); to select what skills you want to use as a requirement to get this state as a bonus.

<Custom Passive Condition>

var combo = [];

// Put all the skill ID’s you want inside this combo for it to be active.

combo.push(11, 12);//Fire, Fire II

condition = true;

for (var i = 0; i < combo.length; ++i) {

var id = combo[i];

if (!user.battleSkillsRaw().contains(id)) {

condition = false;

break;

}

}

</Custom Passive Condition>

If you want a bonus state to add another skill it can get tricky to make it refresh correctly, but this is the work around I’ve found for it.

Add this to the ‘skill’ notetag that’ll be added from the bonus state. (The state that’s added from having multiple skills equipped via the code above.)

<Custom Show Eval>

if (a.isStateAffected(201)) {

visible = true;

} else {

visible = false;

}

</Custom Show Eval>

Replace the number inside the first line to reflect the number of the state that’s being added via the above code. I.E. if (a.isStateAffected(x)) x = number of the state.

October 11, 2016