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[Resolved]Syntax Help - Script Posted in RMXP Scripts

Started by themrmystery, February 06, 2009, 09:22:12 PM

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modern algebra

Great to hear.

Now, this is not at all necessary, but I think if you do it you will gain a useful strategy for making other scripts. With this script, you can run through 11 loops of the code every time you check if something is equippable, and most of the time that is processing data that is irrelevant (ie. checking for skills that the actor does not have).

Now, this is not necssarily a better way, but I want you to think of how you could make it so that the extra class IDs available to the actors are saved in the actor, so you would only have to check weapon sets of proficiencies that you have available. Again, this is not a necessary exercise, but I think it is a useful one if you have the time. You would want to look at the Game_Actor methods learn_skill and forget_skill.

themrmystery

I will look into it, although I'm trying to work on step 2: or v1.1

Which requires me to merge/add compatibility to my script with Multi-Slot Equipment by Guillaume777.

I tried using the same format, just switching variables to make it check for armor_set, so I could make armor class proficiencies... however with multi-slot, the weapons work fine, because they all can go either left/right hand, and they all can show up in both weapon spots... however, with armors, implementing my script makes the boots/gloves/rings/amulets/belts/cloaks/armor   ... all of which are new equipments slots, now allow for you to equip ANY of them, in the ALL armor based slots

I'm ignoring it for now, as I only had 2 armor class proficiencies, and they were not really necessary, but eventually I'll look into making it work right