RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Equipment Set Bonuses

0 Members and 1 Guest are viewing this topic.

**
Rep: +0/-0Level 64
RMRK Junior
moving it to the very bottom (well, not quite, I have your item instance script) seems to have worked. Maybe Mr G W's int-weapon script was messing with it. I use a lot of custom scripts, so it could be one of the others, but it's the only other item script I had below it...
Unless the Unleash script counts... Anyways, thanks a lot!~

**
Rep: +0/-0Level 67
RPGVX Advanced (I Do Not Script Tough)
Does Not Work With Extend Equip Script D:

But Whatever,It Work Fine With Equip Extension,The Extend Equip Just Make The Game
Look A Little More PRO.By The Way...

ANOTHER MASTERPIECE MA  ;8

**
Rep: +0/-0Level 83
i dont know if i should do this as it might be a necropost but i really need some help al... here is my modified enelvon resistance system(i added TONS of new stats for myself.)

is there a way to incorporate this more stats code into yours? also im suing KGC expanded equipment and i dont know if they can work together


*
RMRK's dad
Rep:
Level 86
You know, I think its all gonna be okay.
For going the distance for a balanced breakfast.Project of the Month winner for June 2009For being a noted contributor to the RMRK Wiki2013 Best WriterSilver Writing ReviewerSecret Santa 2013 Participant
MA, your work is going in my new project. Fantastic as always, sir.
:tinysmile:

*
RMRK's dad
Rep:
Level 86
You know, I think its all gonna be okay.
For going the distance for a balanced breakfast.Project of the Month winner for June 2009For being a noted contributor to the RMRK Wiki2013 Best WriterSilver Writing ReviewerSecret Santa 2013 Participant
Mr. Algebra, I cannot seem to find the compatibility patch mentioned in the section regarding YEM New Battle Stats. It said to see the main post, which I assumed was here, and the YEM script hasn't it;s own thread. Would you lend me a hand, sir?

EDIT: Never mind, I found it. I'm slightly impaired.
« Last Edit: February 15, 2014, 09:41:12 PM by EvilM00s »
:tinysmile:

*
RMRK's dad
Rep:
Level 86
You know, I think its all gonna be okay.
For going the distance for a balanced breakfast.Project of the Month winner for June 2009For being a noted contributor to the RMRK Wiki2013 Best WriterSilver Writing ReviewerSecret Santa 2013 Participant
Hi, MA. I encountered another problem as well. If I reset the game (using f12 or the menu shortcut that a YERD script enables) the title screen shows up- but as soon as I press COntinue OR New Game, I get a stack level too deep error at line 283...

Code: [Select]
@maxhp_plus += @set_maxhp

I have tried the script with my own configs and the default script as it is. I'm using YEM and a few other Yanfly scripts, all above your script.

EDIT: AHA! It has something to do with an aliased method... I believe Zeriab wrote a script to fix this. Lemme try it and see what happens.
« Last Edit: February 15, 2014, 09:29:59 PM by EvilM00s »
:tinysmile:

*
Rep: +0/-0Level 37
RMRK Junior
I have problems with the script. i get a sintax error at line 185 and then 221
Code: [Select]
#==============================================================================
#    Equipment Set Bonuses
#    Version: 1.0
#    Author: modern algebra (rmrk.net)
#    Date: May 24, 2010
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:

#    This script allows you to set bonuses to stats if an actor is wearing
#   equipment of the same set, such as in Diablo II or Dragon Age: Origins.
#    With this script, for instance, you could make a sword with ATK 10 and
#   a Shield with DEF 10, but if you have both that sword and shield equipped
#   you would get an additional 5 ATK and DEF, so that you would get 15 ATK and
#   15 DEF. By default, you can make sets that can give bonuses to maxhp, maxmp,
#   atk, def, spi, and agi, as well as apply states.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Place this script in its own slot in the Script Editor (F11), somewhere
#   below Materials but above Main.
#
#    To setup sets and the bonuses they will give, go to line x38 and read the
#   instructions located there.
#
#    To assign an equipment to a set, simply put the following code in its
#   notebox:
#        \SET[set_id]
#          set_id : the ID of the set this equipment belongs to, as per the
#            setup at line 48.
#    Note that you can assign the same piece of equipment to multiple sets by
#   placing a comma and writing the next set_id, like so:
#        \SET[set_id_1, set_id_2, ..., set_id_n]
#==============================================================================
ESB_SET_BONUSES = { # <- Do not touch this line
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#  EDITABLE REGION
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
#  ESB_SET_BONUSES -
#    This is where you set up the sets, give them a name, and determine what
#   bonuses they give if an actor is wearing a complete set. The format for
#   setting it up is:
#
#     1 => {
#       :name => "Volfking Set",
#       :states => [state_ids],
#       :maxhp => 150,
#       :maxmp => 50,
#       :atk => 20,
#       :def => 20,
#       :spi => 20,
#       :agi => 20
#     }
#     set_id => {
#       :name => "name",
#       :states => [state_ids],
#       :maxhp => maxhp_bonus,
#       :maxmp => maxmp_bonus,
#       :atk => atk_bonus,
#       :def => def_bonus,
#       :spi => spi_bonus,
#       :agi => agi_bonus
#     }
#
#
#    where:
#      set_id - the ID of the set. This is used to identify which equipment
#        belongs to which set, which you do in the note field of the equipment.
#        See line 27 for details. Note that this must be an integer, but beyond
#        that can be anything. Whatever you do though, this must be unique, so
#        don't make more than one set with this ID.
#      "name" - the name of the set. This is what will show up in the help box
#        when you press the Display button (see line yy to set) on a set item.
#        It can be used for more than one set, if you want to create bonuses
#        for partial sets.
#      [state_ids] - this is an array of states that should be applied if an
#        actor has completed this set. So, if you want an actor who wears a
#        complete set to have a state applied, put the ID of that state in this
#        array, like so: [10] - that would apply state 10 (by default, DEF UP)
#        for as long as the complete set is equipped. [9, 10] would apply both
#        states 9 and 10 (by default, ATK UP and DEF UP).
#      stat_bonus - the rest of them are the value of whatever bonus you want
#        applied to that stat. So, if you want a complete set to give a bonus
#        of 10 to DEF and a bonus of 5 to agi, you would have:
#          :def => 10,
#          :agi => 5
#        If you do not set a stat, it will default to 0, meaning it won't give
#        a bonus to that particular stat.
#  EXAMPLES:
#
#    1 => {
#      :name => "Leopold's Outfit",
#      :atk => 5,
#      :def => 15,
#      :agi => 3
#    },
#
#  That code creates a set with ID 1, meaning that all items that have the code
# \set[1] in their note field must be equipped for these bonuses to be active.
# The name that shows up when hovering over an item of that script and pressing
# the display button is Leopold's Outfit. When all items of that set are
# equipped, the actor gets a bonus of 5 to his/her attack, 15 to his/her
# defence, and 3 to his/her agility.
#
#    3 => {
#      :name => "Heaven's Wrath",
#      :states => [9]
#      :maxhp => 250,
#      :maxmp => -250,
#      :spi => -25
#    },
#
#  That code creates a set with ID 3, meaning that all items that have the code
# \set[3] in their note field must be equipped for these bonuses to be active.
# The name that shows up when hovering over an item of that script and pressing
# the display button is Heaven's Wrath. When all items of that set are equipped,
# the actor has the state with ID 9 applied (ATK UP by default), gets an extra
# 250 MaxHP, loses 250 MaxMP, and loses 25 Spirit
#
#  Note that you can potentially add more stats via ESB_STAT_MODS at line zz,
# but only if you are using some script that gives more stats to actors and it
# follows the same format as the atk, def, spi, and agi methods. Read the
# instructions at line zz for more details.
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
  1 => {
    :name => "",
    :states => [],
    :maxhp => 0,
    :maxmp => 0,
    :atk => 0,
    :def => 0,
    :spi => 0,
    :agi => 0
  },
  2 => { # EXAMPLE
    :name => "Leopold's Haven",
    :def => 10
  }
} # <- do not touch the } on this line
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# ESB_SET_DISPLAY_BUTTON -
#  This allows you to set a button, that, when pressed while hovering over a set
# item in the item or equip scenes, will show the name of the set(s) it belongs
# to. Note that it requires a button, which doesn't necessarily correspond to
# that key on the keyboard. Press F1 during testplay to see a list of the
# buttons and what key they correspond to.
ESB_SET_DISPLAY_BUTTON = Input::SHIFT
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# ESB_SET_DISPLAY_VOCAB -
#  This is the text that will appear directly before the list of names of the
# sets the item belongs to when pressing ESB_SET_DISPLAY_BUTTON while hovering
# over a set item.
ESB_SET_DISPLAY_VOCAB = "Set Item: "
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# ESB_STAT_MODS -
#  You probably shouldn't touch this. It is simply a way to add other
# possibilities for stat bonuses, where those stats are set up more or less in
# the same way that the default atk, def, spi, and agi stats are. For example,
# if you are using YEM New Battler Stats, you could add them to this array as
#   :res, :dex
# Then, where you set up the set bonuses at line 38, you could use the codes:
#    :res => x,
#    :dex => y
# and those bonuses would be granted when you complete the set. But you need to
# add them to the below array if you want to be able to do it, so:
#  ESB_STAT_MODS = [:maxhp, :maxmp, :atk, :def, :spi, :agi, :res, :dex]
#
#  NB: that's only if you have YEM New Battler Stats, and if you do, you will
# need to put the New Battler Stats script above this one in the editor, and you
# would need to get the compatibility patch located in the main topic thread
ESB_STAT_MODS = [:maxhp, :maxmp, :atk, :def, :spi, :agi]
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
#  END EDITABLE REGION
#//////////////////////////////////////////////////////////////////////////////
ESB_SET_BONUSES.each_value { |set|
  set[:name] = "" if !set[:name]
  set[:states] = [] if !set[:states]
  set.default = 0
}
#==============================================================================
# ** Data_EquipmentSet
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This struct holds all relevant data on an Equipment Set
#==============================================================================

Data_EquipmentSet = Struct.new (:id, :name, :equips, :states, *ESB_STAT_MODS)
#==============================================================================
# ** Data_EquipmentSets
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This class is a wrapper for an array of Data_EquipmentSet objects
#==============================================================================

class Data_EquipmentSets
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    @data = []
    @equips = {}
    for i in 1...$data_weapons.size
      $data_weapons[i].set_ids.each { |set_id|
        @equips[set_id] = [] if !@equips[set_id]
        @equips[set_id].push ([1, i])
      }
    end
    for i in 1...$data_armors.size
      $data_armors[i].set_ids.each { |set_id|
        @equips[set_id] = [] if !@equips[set_id]
        @equips[set_id].push ([2, i])
      }
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Set
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def [] (id)
    if !@data[id]
      name = ESB_SET_BONUSES[id][:name].to_s
      states = ESB_SET_BONUSES[id][:states]
      stats = []
      ESB_STAT_MODS.each { |sym| stats.push (ESB_SET_BONUSES[id][sym]) }
      @data[id] = Data_EquipmentSet.new (id, name, @equips[id], states, *stats)
    end
    return @data[id]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Equips
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def get_equips (id)
    equips = []
    @equips[id].each { |type, item_id|
      equip = case type
      when 1 then $data_weapons[item_id]
      when 2 then $data_armors[item_id]
      end
      equips.push (equip)
    }
    return equips
  end
end

#==============================================================================
# ** RPG::BaseItem
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - set_ids
#==============================================================================

class RPG::BaseItem
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set IDs
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def set_ids
    set_ids = []
    self.note.scan (/\\SET\[[\d,\s]+\]/i).each { |string|
      string.scan (/\d+/).each { |id| set_ids.push (id.to_i) }
    }
    return set_ids
  end
end

#==============================================================================
# ** Game_Actor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - initialize, change_equip, (+ ESB_STAT_MODS)
#    new methods - calculate_set_bonuses
#==============================================================================

class Game_Actor
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * ESB_STATS aliases
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (ESB_STAT_MODS).each { |sym|
    attr_accessor "set_#{sym}".to_sym
    next if [:maxhp, :maxmp].include? (sym)
EQPSET_ALIAS = <<__END__
    alias malg_eqpsets_#{sym} #{sym}
    def #{sym} (*args)
      @#{sym}_plus = 0 if !@#{sym}_plus
      @#{sym}_plus += @set_#{sym}
      value = malg_eqpsets_#{sym} (*args)
      @#{sym}_plus -= @set_#{sym}
      return value
    end
__END__
    eval (EQPSET_ALIAS)
  }
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * MaxHP, MaxMP
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalgb_esbmaxhp_8i3k maxhp
  def maxhp (*args)
    @maxhp_plus += @set_maxhp
    value = modalgb_esbmaxhp_8i3k (*args)
    @maxhp_plus -= @set_maxhp
    @hp = [@hp, value].min
    return value
  end
  alias modrn_esb_mxmp_5sc2 maxmp
  def maxmp (*args)
    @maxmp_plus += @set_maxmp
    value = modrn_esb_mxmp_5sc2 (*args)
    @maxmp_plus -= @set_maxmp
    @mp = [@mp, value].min
    return value
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias monalb_esb_intze_6yj2 initialize
  def initialize (*args)
    ESB_STAT_MODS.each { |sym| self.send ("set_#{sym}=".to_sym, 0) }
    @set_states = []
    monalb_esb_intze_6yj2 (*args) # Run Original Method
    calculate_set_bonuses
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Calculate Set Bonuses
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def calculate_set_bonuses
    ESB_STAT_MODS.each { |sym| self.send ("set_#{sym}=".to_sym, 0) }
    @set_states = []
    sets_to_check = []
    equips.each { |equip|
      next unless equip
      sets_to_check.push (*equip.set_ids)
    }
    sets_to_check.uniq.each { |set_id|
      set_equips = $data_equipmentsets.get_equips (set_id)
      if (set_equips & equips).size == set_equips.size
        eqpset = $data_equipmentsets[set_id]
        ESB_STAT_MODS.each { |sym|
          self.send ( "set_#{sym}=".to_sym, self.send ("set_#{sym}".to_sym) + eqpset.send (sym) )
        }
        @set_states += eqpset.states
      end
    }
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Change Equipment
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias monab_eqsetbon_chngeqp_1ax3 change_equip
  def change_equip (*args)
    monab_eqsetbon_chngeqp_1ax3 (*args) # Run Original Method
    calculate_set_bonuses
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * States
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias monabra_equps_states_1dc4 states
  def states (*args)
    result = monabra_equps_states_1dc4 (*args) # Run Original Method
    for state_id in @set_states
      state = $data_states[state_id]
      next if result.include? (state)
      skip = false
      result.each { |state2|
        if state2.state_set.include? (state.id)
          skip = true
          break
        end
      }
      next if skip
      state.state_set.each { |state_id|
        result.delete ($data_states[state_id])
        remove_state (state_id)
        @removed_states.delete (state_id) # Don't report its removal
      }
      result.push (state)
    end
    return result
  end
end

#==============================================================================
# ** Window_Selectable
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - esb_help_display_check
#==============================================================================

class Window_Selectable
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * ESB Help Display Check
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def esb_help_display_check
    if Input.press? (ESB_SET_DISPLAY_BUTTON)
      return true if @esb_item_check == item
      @esb_item_check = item
      if item && !item.set_ids.empty?
        set_names = []
        item.set_ids.each { |id|
          name = $data_equipmentsets[id].name
          set_names.push (name) if !set_names.include? (name) && !name.empty?
        }
        if !set_names.empty?
          string = ESB_SET_DISPLAY_VOCAB
          set_names.each { |name| string += "#{name}; " }
          string.slice! (-2, 2)
          @help_window.set_text (string)
          return true
        end
      end
    else
      @esb_item_check = nil
    end
    return false
  end
end

#==============================================================================
# ** Window_Item
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - update_help
#==============================================================================

class Window_Item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Help
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mdrnab_esb_updhlp_7ux4 update_help
  def update_help (*args)
    # Run Original Method if not showing set
    mdrnab_esb_updhlp_7ux4 (*args) unless esb_help_display_check
  end
end

#==============================================================================
# ** Window_Equip
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - update_help
#==============================================================================

class Window_Equip
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Help
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modlg_esbonus_hlpupte_6yh2 update_help
  def update_help (*args)
    # Run Original Method if not showing set
    modlg_esbonus_hlpupte_6yh2 (*args) unless esb_help_display_check
  end
end

#==============================================================================
# ** Scene_Title
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - load_database; load_bt_database
#==============================================================================

class Scene_Title
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Load Database
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalb_eqpsets_loddata_8ik4 load_database
  def load_database (*args)
    modalb_eqpsets_loddata_8ik4 (*args) # Run Original Method
    $data_equipmentsets = Data_EquipmentSets.new
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Load Battle Test Database
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias morn_ests_btdatald_3ez2 load_bt_database
  def load_bt_database (*args)
    morn_ests_btdatald_3ez2 (*args) # Run Original Method
    $data_equipmentsets = Data_EquipmentSets.new
  end
end
Script "sets" (thats how i named it)  line 185: SyntaxError ocurred.
unexpected "," expecting ")"