Last Update: 2011.12.22
Script Download
This script allows to set special conditions to determine if a skill or item can be used. You can set states, status, switches, variables or even use an custom condtion that must be met for the skill or item to be useable.
Requires the Victor Engine – Basic Module
Skills and Items note tags:
Tags to be used on the Skills and Items note box in the database
<condition any state added: x> <condition any state removed: x> <condition any state added: x, x> <condition any state removed: x, x>
The skill or item can only be used if one of the listed states meets the condition, added or removed.
x : state ID
<condition all state added: x> <condition all state removed: x> <condition all state added: x, x> <condition all state removed: x, x>
The skill or item can only be used if *all* the listed states meets the condition, added or removed.
x : state ID
<condition all switch on: x> <condition all switch off: x> <condition all switch on: x, x> <condition all switch off: x, x>
The skill or item can only be used if *all* the listed switches meets the condition, On or Off.
x : switch ID
<condition variable x higher: y> <condition variable x equal: y> <ition variable x lower: y> <condition variable x different: y>
The skill or item can only be used if the variable x meets the condition when compared with value y.
x : variable ID
y : value (can be evaluted)
<condition stat higher: x> <condition stat equal: x> <condition stat higher: x%> <condition stat equal: x%> <condition stat lower: x> <condition stat different: x> <condition stat lower: x%> <condition stat different: x%>
The skill or item can only be used if the stat set meets the condition when compared with value y. You can use any stat available for the battler, even custom ones.
stat : stat name (maxhp, maxmp, maxtp, hp, mp, tp, atk, def, mat…)
x : value (can be evaluted), % value can only be used with the stats “hp”, “mp” and “tp”
<custom condition> string string </custom condition>
You can set a custom condition based on script code. Replace the string withe the code that will be evaluted.



















Excellent use of Yanfly’s basis for this kind of script. I’ll probably use this. =0
I know this is mainly for the actors, but given the poor enemy AI setup of the maker, is there a way to make conditions based on the target instead of the user? For example, the enemy will only use Fire on an actor with less then 200 HP or inflicted with Poison or whatever. It would be REALLY useful.
It’s already on my plans something more specifc to handle enemy AI.
The condition for using a state as a pre-requisite doesn’t seem to work. Other functions are, but when I do use state added it’s always disabled, and when I use state removed, it’s always enabled, regardless of the state being present or not. Love the script otherwise. Mad props.
I just tested all the states tags here and they work fine. Maybe it’s incompatibility, so i would need a list of all scripts you using, if you’re using any non Victor Engine script, try to make a test without them.
It may also be a compatibility issue with the eng version of the RM, since there was some changes on it an i still don’t have it.
Per your advice I tried changing things around a bit. It turns out it didn’t work because the skill was taught to me by a subclass. I changed the skill to a prime class thing, and that worked out just fine. Thanks so much for the amazing scripts! You’re the best.
Seems i was actually wrong. I wrote that while I was on the run. I’ll look into it a bit more when I have more time and try to get a concrete reason as to why it’s happening. :s
Do this happen even on a fresh game only with the Action Condition script?
Also, as I said, it might be incompatibility with the RMVXA ENG version, since there was changes on the scripts to fix some bugs.
So apparently, the problem comes from using passive states from gear as the state check. When I have an NPC change the state on me, it works just fine. When I use yanfly’s passive state script, it doesn’t. :/
The script works just fine on a fresh project. ^^ And it works fine if I’m not using passive state.. the problem is I need to use passive state. Hrmmm, I’ll try to come up with a work around. :s Dunno how, but I’ll think of somethin. ^^ Is there a syntax for the custom condition that would let me use wearing armor as a trigger that you know off hand? I’ll mess with it myself later if you’re unsure.
You should’ve mentioned you were using scripts from other authors from the start -.-’
I even asked if you were using scripts from other people.
I don’t know how YF passive states works, also i’m planing making my own passive state script (since YF script don’t support skills, only equips, actors, classes and enemies)
Sorry about that. That’s what I was doing when I was trying to troubleshoot. I was going through and deleting 1 script at a time until I got it to work. :s Sorry for the confusion, twas an honest mistake. My experience in RGSS2 is limited, and in RGSS3 non existent since it just came out. ^^ So for that reason, my abilities at troubleshooting aren’t the best, but I’m trying to learn. My apologies that it caused confusion/discomfort. :s But I’m really glad to hear that you’re gonna be making a passive state script that supports it. That sounds perfect.