This script was requested by Erk, and so I decided just to take a crack at it. It is a script that allows accessories to give elemental attacks. Pretty straightforward, and because of the way it works, screenshots are kind of out of the question. The instructions are in the header of the script, so enjoy.
[spoiler="Script"]
#===============================================================================
# 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]