Editable Actor Options
Version: 1.0
Author: modern algebra
Date: December 27, 2008
Version History
- <Version 1.0> 12/27/08 Original Release
Description
This script allows you to change the actor options of Two Swords Style, Fix Equipment, Auto Battle, Super Guard, Pharmacology, and Critical Bonus in game, so that actors can learn these special feats in-game instead of either having them at the start of the game or not at all
Features
- Allows you to change actor options in game
- Very simple command line to use script
Screenshots
Not useful
Instructions
Paste this script above Main and below Materials in the Script Editor.
To change the actor options in game, merely use a call script and write this code:
change_actor_options (actor ID, option ID, value)
where: actor ID - the ID of the actor whose options you want to change
option ID - the ID of the option you want to change, as follows -
0 => Two Swords Style
1 => Fix Equipment
2 => Auto Battle
3 => Super Guard
4 => Pharmacology
5 => Critical Bonus
value - true or false; whether you want the actor to have the ability or not. So true means the actor will
have the ability and false will mean the actor will not have the ability. If you leave value empty, it will
toggle the ability - if it's on, it will turn off - if it's off it will turn on.
Examples:
change_actor_options (1, 2, true) ## Actor 1 - Auto Battle Turned ON
change_actor_options (6, 0, false) ## Actor 6 - Two Swords Style turned OFF
change_actor_options (3, 4) ## Actor 3 - Phamacology toggled
Script
#==============================================================================
# Editable Actor Options
# Version: 1.0
# Author: modern algebra (rmrk.net)
# Date: December 27, 2008
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
# This script allows you to change the actor options of Two Swords Style,
# Fix Equipment, Auto Battle, Super Guard, Pharmacology, and Critical Bonus
# in game, so that actors can learn these special feats in-game instead of
# either having them at the start of the game or not at all
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Instructions:
# Paste this script above Main and below Materials in the Script Editor.
# To change the actor options in game, merely use a call script and write
# this code:
#
# change_actor_options (actor ID, option ID, value)
#
# where: actor ID - the ID of the actor whose options you want to change
# option ID - the ID of the option you want to change, as follows -
# 0 => Two Swords Style
# 1 => Fix Equipment
# 2 => Auto Battle
# 3 => Super Guard
# 4 => Pharmacology
# 5 => Critical Bonus
# value - true or false; whether you want the actor to have the
# ability or not. So true means the actor will have the ability and
# false will mean the actor will not have the ability. If you leave
# value empty, it will toggle the ability - if it's on, it will turn
# off - if it's off it will turn on.
#
# Examples:
#
# change_actor_options (1, 2, true) ## Actor 1 - Auto Battle Turned ON
# change_actor_options (6, 0, false) ## Actor 6 - Two Swords Style turned OFF
# change_actor_options (3, 4) ## Actor 3 - Phamacology toggled
#==============================================================================
#==============================================================================
# ** Game_Actor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# methods overwritten - two_swords_style, fix_equipment, auto_battle,
# super_guard, pharmacology
# methods aliased - setup, cri
# new instance variables - two_swords_style, fix_equipment, auto_battle,
# super_guard, pharmacology, critical_bonus
#==============================================================================
class Game_Actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_accessor :two_swords_style
attr_accessor :fix_equipment
attr_accessor :auto_battle
attr_accessor :super_guard
attr_accessor :pharmacology
attr_accessor :critical_bonus
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Setup
# actor_id : the ID of the actor being set up
#``````````````````````````````````````````````````````````````````````````
# Initialize instance variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_strfyre_stup_actr_edt_options_93n5 setup
def setup (actor_id)
# Run Original Method
modalg_strfyre_stup_actr_edt_options_93n5 (actor_id)
# Initialize new instance variables
@two_swords_style = actor.two_swords_style
@fix_equipment = actor.fix_equipment
@auto_battle = actor.auto_battle
@super_guard = actor.super_guard
@pharmacology = actor.pharmacology
@critical_bonus = actor.critical_bonus
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Get Critical Ratio
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_strfyr_edt_actr_opt_crit_84nbd cri
def cri
# Run Original Method
n = modalg_strfyr_edt_actr_opt_crit_84nbd
n -= 4 if actor.critical_bonus
n += 4 if @critical_bonus
return n
end
end
#==============================================================================
# ** Game_Interpreter
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new method - change_actor_options
#==============================================================================
class Game_Interpreter
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Change Actor Options
# actor_id : the ID of the actor to perform the operation on
# option_id : the ID of option to change
# value : value to set that option to
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def change_actor_options (actor_id, option_id, value = -1)
# Get Actor
actor = $game_actors[actor_id]
# Set option by ID. If no value specified, toggle option
case option_id
when 0 # Two Swords Style
actor.change_equip (1, nil) if value != actor.two_swords_style
actor.two_swords_style = value == -1 ? !actor.two_swords_style : value
when 1 # Fix Equipment
actor.fix_equipment = value == -1 ? !actor.fix_equipment : value
when 2 # Auto Battle
actor.auto_battle = value == -1 ? !actor.auto_battle : value
when 3 # Super Guard
actor.super_guard = value == -1 ? !actor.super_guard : value
when 4 # Pharmacology
actor.pharmacology = value == -1 ? !actor.pharmacology : value
when 5 # Critical Bonus
actor.critical_bonus = value == -1 ? !actor.critical_bonus : value
end
end
end
Credit
Thanks
- Starfyre - for the request
Support
Please post in this topic for the swiftest response. I will provide any bug support, and if you have any suggestions to improve this script, I will certainly listen to them even if I do not act upon them.
Known Compatibility Issues
No known compatibility issues, though a script that changes how critical bonuses are calculated will interfere with this script.
Demo
No Demo necessary
This script by
modern algebra is licensed under a
Creative Commons Attribution-Non-Commercial-Share Alike 2.5 Canada License.