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States That Have a Chance of Automatically Using Skills

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: States That Have a Chance of Automatically Using Skills
  • Original author: Rigor Mortex
  • Original date: April 30, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/states-that-have-a-chance-of-automatically-using-skills.39489/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace) > RGSS3 Script Requests

Summary

I'm requesting a script that would essentially be an add-on for Victor Sant's Passive States script (just Ctrl+F "passive," and it should be the only result). The idea is to allow for States to have a chance of using a skill at the start of a combat round, with the skill's id and % chance indicated by notetags; something like  with "x" being the skill id and "y" being the chance of it occurring. Obviously, it should do this regardless of whether they actually know the skill, before turn order, and...

Archived First Post

I'm requesting a script that would essentially be an add-on for Victor Sant's Passive States script (just Ctrl+F "passive," and it should be the only result). The idea is to allow for States to have a chance of using a skill at the start of a combat round, with the skill's id and % chance indicated by notetags; something like <passive state skill: x, y%> with "x" being the skill id and "y" being the chance of it occurring. Obviously, it should do this regardless of whether they actually know the skill, before turn order, and without affecting the battler's actions (actor or enemy), especially if they have any Action Times+ features.

An example would be if Eric had a passive skill (due to Victor Sant's script) called "Burst of Power," which has a 10% chance of using "ATK Up" (let's say skill 41) at the start of each round, despite him not knowing that skill. Using the previous example notetag, in the "Burst of Power" State's note box you would put <passive state skill: 41, 10%>. During a battle, you choose to Attack. The notetag makes it so that there is a 1/10 chance of Eric using skill 41, "ATK Up," at the start of each round, but even if activates that turn, he'll still Attack like you told him to.

For another example, Natalie has "Burst of Power" like Eric does, but also has the Action Times +100% feature, meaning she'll always act twice per round. During a battle with a Slime, Natalie is faster than Eric, but slower than the Slime, and you have her Attack for both of her turns. Eric's Burst of Power doesn't activate, but Natalie's does, making her use ATK Up at the round's start before actions are carried out. The Slime attacks, then Natalie attacks twice as she was instructed, and then Eric does whatever you told him to do that turn.

I'm not sure how complicated this is, but I think this could make for some interesting gameplay, and also help further differentiate classes beyond what they learn.

EDIT: Added link to Victor's script drive gallery thing. I realized that one issue would be if an actor or battler was afflicted with a State that prevented actions (Sleep, Paralysis, etc, but NOT Death). I guess just make the passive-activated skills ignore those restrictions on actions (again, not Death).

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