Modern Algebra suggested that I move my request to this board, so here it is.
My original post:
Quote from: Erk64I was trying to create a series of items that could be equipped as armor accessories, and each one would grant a different element to the player's attack. But just as I was about to put them into the game, I realized that armors don't seem capable of bestowing an elemental attack...only an elemental defense. Is there any way of doing this? I don't want to make these items into weapons. Thanks in advance.
Modern Algebra's post:
Quote from: modern algebraWell, you could do it with a script easily. I don't know if it is possible through the database though. It doesn't really make sense to have armor give attack bonuses though, and since it is not generally applicable, I don't think I will make it. However, post a request in the Scripts Request section. It is an easy script and maybe someone will make it for you.
I understand that it's an unusual request, but I would really appreciate it if someone could lend me a hand.
Too back you up, Kitten would Also like this, if you would make it modern, I'd send you some cookies?
Quote from: Kitten on December 14, 2007, 10:08:03 AM
Too back you up, Kitten would Also like this, if you would make it modern, I'd send you some cookies?
I don't believe you will follow through with that promise.
So.... If anyone can help me with this, I could still really use the help. It's kind of holding me back.
Here you go. The instructions are in with the script at the top. Just follow those and it should work.
[spoiler=code]
#===============================================================================
# Elemental Attack Accessories v. 1.0
# by Leon_Westbrooke
#-------------------------------------------------------------------------------
# Allows accessories to give elemental attack(s).
#
# Instruction:
# -Place above main, but below any scripts that alter the method 'element_set'.
# -In the method, where it says Elemental_Acc, below that, follow the example
# in the comments.
#
# Notes:
# -Allows a crossover for Guillaume777's Multislot script. To use it, set
# Multislot_Script equal to true.
#
# Compatability:
# -It is compatible with any script that does NOT alter the method element_set
# for the Game_Actor class.
#===============================================================================
module EAtk_Acc
#-----------------------------------------------------------------------------
# Elemental_Acc = {
# accessory_id1 => [element_id, element_id],
# accessory_id2 => [element_id], etc
#-----------------------------------------------------------------------------
Elemental_Acc = {
25 => [4, 7],
26 => [5]
}
Multislot_Script = false
end
class Game_Actor
def element_set
ea = EAtk_Acc
new_element_set = []
if ea::Multislot_Script == false
weapon = $data_weapons[@weapon_id]
if weapon != nil
new_element_set = weapon.element_set
end
if @armor4_id != nil
if ea::Elemental_Acc.keys.include?(@armor4_id)
for i in 0...ea::Elemental_Acc[@armor4_id].size
unless new_element_set.include?(ea::Elemental_Acc[@armor4_id][i])
new_element_set.push(ea::Elemental_Acc[@armor4_id][i])
end
end
end
end
else
weapon = self.get_weapon_data
if weapon != nil
new_element_set = weapon.element_set
end
for h in 0...armor_ids[3]
if @armor_ids[3][h] != nil
if ea::Elemental_Acc.keys.include?(@armor_ids[3][h])
for i in 0...ea::Elemental_Acc[@armor_ids[3][h]].size
unless new_element_set.include?(ea::Elemental_Acc[@armor_ids[3][h]][i])
new_element_set.push(ea::Elemental_Acc[@armor_ids[3][h]][i])
end
end
end
end
end
end
return new_element_set
end
end
[/spoiler]